I suggest using Geck 1.4 NV powerup, it puts error reporting back in the GECK and makes it easier to debug scripts.
G.E.C.K. Mod Save Problem
Started by
JohnBond007777
, Aug 04 2011 04:32 AM
16 replies to this topic
#11
Posted 04 August 2011 - 07:33 PM
#12
Posted 04 August 2011 - 08:09 PM
Hmm, thanks, i'll try that, and do you know if there is a way to compile esps. I wanted to work on it, so I set the esp as not active and worked on it and saved another one, so now if I want to work on it, I need to activate both Lucky_38_Suite_Bar1 and Lucky_38_Suite_Bar2 to have the full mod. (Those aren't the actual names)
#13
Posted 04 August 2011 - 10:55 PM
You can use FNVedit to consolodate your two esp files. Just open them both up and then copy all the changes from one to the other, save it and you should have a consolidated esp.
#14
Posted 04 August 2011 - 10:57 PM
Ah, thank you! How do you do it, though. (I'm terrible at FNVEdit) Sorry if i'm being bothersome. You can just link me to a manual.
Edited by JohnBond007777, 04 August 2011 - 11:05 PM.
#15
Posted 25 January 2013 - 07:11 PM
I know it has been a while since this has posted but i just started using the GECK and it did the same thing to me and i try rebooting and nothing but as soon as i ran it as admin it allowed me to save xD
#16
Posted 26 February 2013 - 01:47 AM
kinda have the same problem, but when i try to edit one of my mods it tries to save as a new file instead of just letting me save changes
#17
Posted 26 February 2013 - 02:13 AM
Make sure you're marking the mod you want to work with as an 'active file'.kinda have the same problem, but when i try to edit one of my mods it tries to save as a new file instead of just letting me save changes



Sign In
Create Account

Back to top









