tampatip / skyrim-plugin-decoding-project

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Adding master breaks Associated Script in MGEF (FNVEdit) #120

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Load the attached plugins in FNVEdit (FalloutNV.esm is NOT a master for any 
of them, they are self contained)
2. Add PluginB.esm as a master to PluginC.esp using the 'AddMasters...' 
function in the context menu.
3. Check PluginC.esp \ Base Effect \ BaseEffect1 and notice that the Associated 
Script is now showing the error "[01000802] <Error: Could not be resolved>"

What is the expected output?
The associated script element should still read "Script1 [SCPT:02000802]"

What do you see instead?
Associated script shows "[01000802] <Error: Could not be resolved>"

What version of the product are you using? On what operating system?
FNVEdit 3.0.28 on Windows 7

Original issue reported on code.google.com by kyleco...@gmail.com on 1 Mar 2013 at 6:04

Attachments:

GoogleCodeExporter commented 9 years ago
Note: When I made PluginC.esp, it had no master. Adding PluginA.esm as its 
first master did NOT break the associated script. Only upon adding PluginB.esm 
would it become a problem.

Other records are occasionally broken in this manner.

Original comment by kyleco...@gmail.com on 1 Mar 2013 at 6:08

GoogleCodeExporter commented 9 years ago
Confirmed with 3.0.28. Already corrected with the future version.

Original comment by HuguesLe...@gmail.com on 1 Mar 2013 at 8:34