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Generating Bash tags using FEAR AND LOATHING "[1" is not a valid integer value"

fnv bash tags

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#16 EssArrBee

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Posted 26 January 2017 - 12:59 PM

This is why I use one install of xEdit and then have MO launch it using the arguments. You only have to worry about one copy of the app at a time. 

 

There is a highly neglected Fallout guide I started a while ago and never really finished that has some instructions for really advanced setups like that.

 

https://wiki.step-pr...p_Mod_Organizer


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#17 EUihwz

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Posted 06 February 2017 - 01:21 AM

Hi there,

 

ran into the same problem last week. Check out [1], the latest update to mteFunctions.pas. Restoring the old index calculation resolved this error for me.

 

[1] mteFunctions.pas Update


Edited by EUihwz, 06 February 2017 - 01:35 AM.

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#18 Edgar

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Posted 26 March 2017 - 04:29 PM

 

I managed to fix this issue by taking the mteFunctions.pas (83kb) from my Skyrim copy of TES5Edit and overwriting (after backing up a copy) the FNVEdit mteFunctions.pas (78kb).

 

 

Thank you kindly friend. This saved me having to redo hours of generating bash tags.  Much obliged.


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#19 T0rvadaL

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Posted 06 May 2017 - 01:55 PM

You're a babe Siantis <3


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#20 Satur9

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Posted 10 May 2017 - 01:10 AM

Just hit this bug and remembered this had come up in the F&L support topic. Thanks for posting the fix, Siantis.


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#21 CactusCoyote

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Posted 28 May 2017 - 03:01 PM

say thanks for posting the script i could nnot for the life of me get it to download


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#22 Ash19256

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Posted 30 August 2017 - 05:19 PM

Unfortunately, I've tried all of the fixes here, including re-downloading the GenerateBashTags.pas and mteFunctions.pas, and nothing seems to correct this error. I'm at my wits end trying to fix this, I would greatly appreciate assistance.


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#23 Mrjackpots

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Posted 06 July 2018 - 09:50 AM

Hey guys can someone please help me. So you have to run this script on every single plugin to finish the guide? Like all 130~ of them? One at a time? I'll do it I'm just making sure I'm not missing a step to make this more automated
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#24 Greg

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Posted 06 July 2018 - 04:03 PM

Yes, you have to run it on every plugin one at a time. It's tedious and time consuming, but you do have to run the script on one mod at a time.



#25 Mrjackpots

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Posted 06 July 2018 - 05:40 PM

Gotcha thanks. What exactly does this do, and what happens if someone doesn't do this?
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#26 Greg

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Posted 06 July 2018 - 07:46 PM

The script determines which bash tags are appropriate and adds these tags to the header of the mod. Later when you create the bashed base, Wrye Flash uses these tags in the header to determine which mods should "win" the conflict in the bashed patch. The result in a nutshell is that the bashed patch resolves a lot more conflicts more intelligently than it would without these tags.





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