Omny Posted August 5, 2023 Share Posted August 5, 2023 Hey so quick question regarding the GECK: how seriously should I take the long list of warnings that appear in the message log when I open up the GECK?For instance, here's what it says when I open the GECK with the main FalloutNV.esm, along with the DLCs and Pre-Order Packs: The script function list doesn't have all the names filled in. Create D3D9 instance...SUCCESSFUL NiDX9Renderer::Initialize> Attempting to create rendering device NiDX9Renderer::Create> Using D3DFMT_X8R8G8B8 backbuffer format NiDX9Renderer::Recreate> Using D3DFMT_X8R8G8B8 backbuffer format HOT RELOAD: Scripts can now be edited directly from file in folder C:\Game Stuff\Steam\steamapps\common\Fallout New Vegas\Scripts HOT RELOAD: Error: Failed to get active mod HOT RELOAD: Compile from file error: Active mod was not found. (The operation completed successfully.) =========================================================== Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA Loading a user created or misnamed BSA QUESTS: Could not find previous info (010108DD) for TopicInfo (01011B23) in Topic "NVDLC01RadioElijahEnd" (01011B12). EDITOR: Editor ID 'WeapNVDLC00Faderator' (02000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE000'. EDITOR: Editor ID 'FadeToBlackAndBackQuickHalfsISFX' (0201013B) is not unique, previous object (01014085) is type IMAD. Editor ID will be set to 'FadeToBlackAndBackQuickHalfsISFXDUPLICATE000'. EDITOR: Editor ID 'WeapNVDLC00Faderator' (03000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE001'. EDITOR: Editor ID 'FadeToBlackAndBackQuickHalfsISFX' (0300C6DD) is not unique, previous object (01014085) is type IMAD. Editor ID will be set to 'FadeToBlackAndBackQuickHalfsISFXDUPLICATE001'. EDITOR: Editor ID 'NVDLC03TTankFloorPit01' (0400470F) is not unique, previous object (03009622) is type STAT. Editor ID will be set to 'NVDLC03TTankFloorPit01DUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankMid01' (0400470E) is not unique, previous object (0300961E) is type STAT. Editor ID will be set to 'NVDLC03TTankMid01DUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankInnerCeilMid' (0400470D) is not unique, previous object (03009626) is type STAT. Editor ID will be set to 'NVDLC03TTankInnerCeilMidDUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankInnerCeilCor' (0400470C) is not unique, previous object (0300961D) is type STAT. Editor ID will be set to 'NVDLC03TTankInnerCeilCorDUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankCeilingPit01' (0400470B) is not unique, previous object (03009621) is type STAT. Editor ID will be set to 'NVDLC03TTankCeilingPit01DUPLICATE000'. EDITOR: Editor ID 'NVDLC03TTankCeilingCor01' (0400470A) is not unique, previous object (03009624) is type STAT. Editor ID will be set to 'NVDLC03TTankCeilingCor01DUPLICATE000'. EDITOR: Editor ID 'Bld03CorIn01' (04003643) is not unique, previous object (03010719) is type STAT. Editor ID will be set to 'Bld03CorIn01DUPLICATE000'. EDITOR: Editor ID 'WeapNVDLC00Faderator' (04000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE002'. EDITOR: Editor ID 'z' (04009CD7) is not unique, previous object (03011E7E) is type REFR. Editor ID will be set to 'zDUPLICATE000'. EDITOR: Editor ID 'WeapNVDLC00Faderator' (05000800) is not unique, previous object (01000800) is type WEAP. Editor ID will be set to 'WeapNVDLC00FaderatorDUPLICATE003'.I've been basically ignoring them every time, but lately, I'm starting to wonder if they might be more serious than I thought. If it is something I should be concerned about, what's the first thing I should do about fixing them? Like all these "DUPLICATE" objects for example. Should I delete them or something? Link to comment Share on other sites More sharing options...
JimboUK Posted August 6, 2023 Share Posted August 6, 2023 If that's only the main esm and DLC's then ignore them, trying to fix them could cause all sorts of problems. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted August 6, 2023 Share Posted August 6, 2023 Exactly. If it's base game stuff, ignore it completely. The devs did, and they (kind of) ended up just fine. If it's referencing your mod, that's a good thing to pay attention to. Can help you fix things you didn't even realize were broken and will almost certainly avoid issues. Link to comment Share on other sites More sharing options...
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