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ESP Error for an ESM


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#1 KeltecRFB

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Posted 29 January 2015 - 10:13 PM

Mod Orginzer is detecting an .esp file when it should be detecting an .ESM file and making it bold.  What causes these errors?

 

14:43:22 [C] failed to parse esp file C:\Program Files (x86)\Steam\SteamApps\common\Fallout New Vegas\Mod Organizer\mods\PANZER\PANZER.esm: sub-record incomplete

 

15:05:58 [C] failed to parse esp file C:\Program Files (x86)\Steam\SteamAp4ps\common\Fallout New Vegas\Mod Organizer\mods\destruction\Destruction.esm: sub-record incomplete

 

Thank you!


Edited by KeltecRFB, 29 January 2015 - 10:13 PM.

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#2 GrantSP

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Posted 29 January 2015 - 10:23 PM

Regarding the first part of your report, I'm 99% sure that is due to the wording of the text label in the code.

 

In the source code for 'pluginlist.cpp', line 1188 is:

qCritical("failed to parse esp file %s: %s", qPrintable(fullPath), e.what());

Which means 'esp' is used here to mean ANY plugin regardless of whether it is a master or a plugin.

 

As to why the error is being caused though, I'm not sure. Can you provide any further details.


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#3 KeltecRFB

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Posted 29 January 2015 - 11:19 PM

These files are compiled as ESM but show up as .ESP.  I can not move them into the .ESM area and the game fails to load.


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#4 GrantSP

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Posted 30 January 2015 - 02:14 AM

Give me the link to the mod so I can examine them on my system please.


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#5 KeltecRFB

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Posted 30 January 2015 - 09:52 AM

One more thing, both of the ESMs do show up in bold in FOMM.  I activated FOMM to see if I could convert them into esp to fix the problem because of the error message.  This is before you told me it was a standard message.  However, Wrye Flash was a better esm to esp converter and this did not fix the problem.

 

Since this is not the Nexus, I can post the links.  Please do not post these on the Nexus because the Nexus team is afraid that TTW violates copyright which it does not because first you need legal copies of the game which the TTW mod checks and a company ran by lawyers would have notified or shut down any illicit site years ago.  Perhaps, it is an European copyright concern?  Anyway, here they are and you may need a login (if you do not already have one) to download.  I have also posted on the Panzer thread regarding this as well but I have not heard from anyone;

 

Destruction:

 

https://taleoftwowas...ion.7z&nid=2859

 

Panzer:

 

https://taleoftwowas...718.7z&nid=1040

 

https://taleoftwowas...515.7z&nid=1040


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#6 GrantSP

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Posted 30 January 2015 - 07:28 PM

Ah, this is a TTW mod. That's going to be an issue for me as I haven't got that installed yet. I'd reckon it is because of a master issue or something like that.

 

There is a user here on STEP that is actively installing TTW with extra mods, maybe you can PM him and see if he can offer any suggestions.

Give @Adonis_VII a PM.


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#7 KeltecRFB

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Posted 30 January 2015 - 09:06 PM

Thank you and I sent him a message.


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#8 Tannin

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Posted 31 January 2015 - 12:10 PM

This is very simple probably. The file extension doesnt decide if a plugin is a master, there is a flag inside the file for that. What you have there is most likely a regular plugin incorrectly named .esm
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#9 KeltecRFB

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Posted 31 January 2015 - 04:58 PM

Tannin, it appears that the mod is marked as an ESM, please see below in Attachments Spoiler ...

 

Attachment 1 is my Geck load order.  The reason for the attachment is to display that MO does not see the Destruction mod as an ESM or it would be bold like everything above TaleofTwoWastelands.esm.

 

In attachment 2, that is the error message I receive when I activate it after installation.

 

Lastly in attachment 3, it appears that the mod header in FNVedit is flagged for ESM.  Do you need to flag it elsewhere?

 

Attachments

 

To add, this is the only mod with ESM that MO sees as an esp or other than ESM.

 

Thanks!


Edited by KeltecRFB, 31 January 2015 - 04:59 PM.

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#10 GrantSP

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Posted 31 January 2015 - 06:53 PM

I wonder if it has anything to do with the Header version number of that mod?

FO3Edit expects to see 0.94 and FNVEdit expects 1.34, that mod has 0.85.


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#11 KeltecRFB

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Posted 31 January 2015 - 08:54 PM

Good thinking, checking to see if other ESMs have 0.85 and work.

 

EDIT:  None of the ESM have 0.85 but Project Nevada has 1.32 and one 1.33, and the game does see both of them as ESMs.  If that is the issue, how do you change or implement a fix it to test it out.  I already tried the mod author and he has not responded, he either busy or thinks I am crazy but the evidence in the screen shots I provided above states otherwise.


Edited by KeltecRFB, 31 January 2015 - 09:02 PM.

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#12 KeltecRFB

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Posted 01 February 2015 - 11:44 AM

Please Disregard this one post, I do not see a post delete function.


Edited by KeltecRFB, 01 February 2015 - 12:31 PM.

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#13 GrantSP

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Posted 01 February 2015 - 05:47 PM

Open it in xEdit and right click on that value and select 'Edit'. Wait for the warning message and say "Yes". Make the change, quit xEdit and ensure only that mod is selected for saving AND the checkbox at the bottom for 'Backup plugins' is checked.

The edited file should have replaced the existing and a backup of the original will exist in your 'Overwrite' folder.


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#14 KeltecRFB

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Posted 02 February 2015 - 03:37 PM

I was wondering what tool xEdit and figured out that is the real name of the tool instead of FNVedit.  I always referred to it as FNVedit and hadn't seen it either other way.

 

Anyway, I did that for Destruction and it did not change the condition.  In addition, Panzer is set to 1.34 and is also being seen as an ESP by Mod Manager.


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#15 GrantSP

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Posted 02 February 2015 - 05:53 PM

Ahh... sorry about the 'name' thing. Well at least we know now it isn't the header version. ::):

 

Still, there is something different about those files to what MO is expecting to find. Your 2nd screenshot shows a parse failure with reference to a sub-record being incomplete.

 

I can't load those files into xEdit, I don't have all the master files, can you post some screens showing the the rest of the header sub-records? There should be a long list of ONAM records. Looking at MO's source, that error message comes up after it makes some checks on the sub-records in the header: HEDR, MAST, CNAM, SNAM & ONAM. Perhaps there is something in those?

 

Out of curiosity, are these mods part of the official TTW package or just some extras you found?


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