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alsa

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alsa64

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23 comments

  1. DieEvenHarder
    DieEvenHarder
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    how to fix 
    Exception in unit  line -1: Error in unit 'mteFunctions' on line 2261 : Array index out of bounds
    Error during Applying script "FO4 - Weightless Patcher": Error in unit 'mteFunctions' on line 2261 : Array index out of bounds
    1. DieEvenHarder
      DieEvenHarder
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      Never mind it worked this time.
    2. 4everExploring
      4everExploring
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      Attempting to patch more than 256 plugins with 1 patch will result in the array index going out of bounds and causes the script to error.

      Solution: Apply patch multiple times for different plugins.
    3. HadToRegister
      HadToRegister
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      No, I get this error even when trying to process ONE ESP, or even ONE record within the ESP.
      Something has broken
    4. Michalius
      Michalius
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      See https://forums.nexusmods.com/index.php?/topic/3119670-mxpf-mators-xedit-patching-framework/page-25#entry125550672 - you need to update MXPF lib script with the version from their github, that issue got fixed two months ago.
  2. mhornertn
    mhornertn
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    i cant find SSEEdit.exe to rename to FO4Edit.exe where is this file in the download link it opens up in 7 zip like this 
    Edit Scripts
    xDump.exe
    xDump64.exe
    xFOEdit.exe
    xFOEdit64.exe
    xTESEdit.exe
    xTESEdit64.exe

    which file is this under?
  3. PollBobius
    PollBobius
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    Love it but... there is a big problem. YOU NEED TO SELECT THE PLUGINS ONE BY ONE. Can you plz make it use the xedit ui or let us do shift or ctrl + a.
  4. TMK07
    TMK07
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    Is it possible to apply this patch to F:NV?
    1. Alsa64
      Alsa64
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      I haven't played Fallout 3/NV myself. So you will have to edit the script yourself.

      The record types in Fallout New Vegas are slightly different. If you open up the script in a text editor of your choice, you can see how it works.
      First we filter the record types, those are the top level contents of a plug-in in xEdit.
      ?LoadRecords('WEAP');
      The next relevant part is:
      seev(rec, 'DNAM - Data/Weight', 00000000); Here we set the value of Data/Weight to 0
      So to port the patcher to FO:NV or FO:3, you will have to look what record types there are that have items with weights, then look at the path where the weight is stored for that kind of record, then alter the script and it should work.

      Hope I could help you.
  5. jackjack86
    jackjack86
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    You may want to add links for the xEdit nexus page.  It is really hard for non-linux/unix users to install .tar.gz
    1. Alsa64
      Alsa64
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      Thanks for your suggestion. Back when I linked it, they had binary release for every version, now the dev version are source code only on GitHub.
      I changed the links to point to the latest release on GitHub instead which comes with a zip archive for an easy installation. I might switch it to point to one of the Nexus mirror pages some day, but I prefer to point to the original source instead.
  6. Wufaris
    Wufaris
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    • 6 kudos
    This is a very handy tool thanks so much!
  7. SubGum
    SubGum
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    Wow you just saved me so much time with this script, thank you so much!
  8. Amnesiac9
    Amnesiac9
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    This is amazing, I was manually editing weights in xedit myself when I had to update my VIS patches, since not everyone has a weightless version, and I was like... there's gotta be a better way man... and then I found this! Thank you so much!
  9. lasse1001
    lasse1001
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    Excellent! Just what the doctor ordered, thank you very much
  10. HadToRegister
    HadToRegister
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    Hi, a couple of questions
    Does this make Weapon MODS weightless?

    Also, if I wanted to leave out making Armor and weapons weightless, would I just comment out, or remove these lines?

    LoadRecords('ARMO');
    for i := 0 to MaxRecordIndex do begin
    rec := GetRecord(i);
    seev(rec, 'DATA - /Weight', 00000000);
    continue;
    end;

    -and-

    LoadRecords('WEAP');
    for i := 0 to MaxRecordIndex do begin
    rec := GetRecord(i);
    seev(rec, 'DNAM - Data/Weight', 00000000);
    continue;
    end;
    1. weltcombi
      weltcombi
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      Yes and Yes.

      Weapon Mods (Item) are part of misc.
    2. HadToRegister
      HadToRegister
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      Excellent!
      Thank you :)
      It's going to be a glorious thing unleashing this on my entire load order. (minus the official esms)