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G.E.C.K annoying save bug


Fizzyx101

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Hello everyone, i am making a vault on GECK, and yes it's going well but i have a big problem.

It started with a save I made of the vault, named vault01. After few modifications, i saved again as Vault01v2 because i couldn't save as vault01, it was already being used ( by me in G.E.C.K )

The first save ( vault01 ) works, but when i load the vault01v2 almost everything i did is deleted, a lot of items. Like, in vault01 save there was a geardoor, but in vault01v2 the geardoor got deleted! HELP PLEASE!!!

 

More 1 little bug

I made my vault doors, and i placed them into the vault, but when i load them they just get deleted as the rest of the things.

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Nice...

 

 

 

 

 

Say man, Do you know if Korea ever did end up getting their nukes to work?

 

 

 

I don't know about you but I wana get my kicks before the whole s***house gets burned down.

 

 

 

Pretty much it's not your fault

 

but you're totally screwed maybe

 

 

 

 

What you should have done is do all the work you did the first day

 

then save it, open it up again the next day, set it to active, do the second days work an save it (not save as)

 

Wake up the third day, roll over, rub one off, get to the computer, load the esp set it to active

 

do the third days work then save it.

 

 

 

In the case of wanting to go in two directions with two different .esp

 

first days work save as #1 then save as again name it #2

 

 

 

Say I work on project then go to sleep wake up rub one off, then load the esp in GECK

and not set it to active then save it, it just rewrote that Esp with only everything I did today

the stuff from yesterday is gone. Or in your case what you did is do the first days work

then open it again, do more work an save it under a different name because you were

using the first one in geck (because it wasn't set to active) So what you did was make

a new .esp with all the stuff in it, but because it required the first one that second esp

will only display the changes an stuff you did the second day, the rest of the stuff is not there

 

another example would be if I made a room during the first day, then saved it.

Woke up an opened the cell again an put tons of weapons on the tables in the cell

then saved it under a different name, because the first one wasn't set to active allowing

me to save to it (saving the first days work an second days together in one esp)

Then if I open the first esp there is no guns on the tables, and if I open the second

esp then the cell has no room or tables just a bunch of guns placed in the void.

 

I'm not really sure you can fix it.

 

 

Which leaves you in a pickle

 

so to speak,

 

You might can load both .esp in geck then set the first one to active

and save, maybe it will save them both in the one esp

however I wouldn't try this without first right clicking both of those esp

select copy then paste them into a folder on your desktop named Geckbackup or whatever

 

this way when you screw it up while you are trying to fix it then you can always replace the newly crapped file

with the old backed up version

 

 

 

Vault doors? like custom numbered vault doors, or like normal doors placed inside the vault?

 

 

 

Something else that might help is to remember that the M key will mask the lightbulbs an any animation

mock ups, so you can kind of see things better. Also you should learn to play with the grid.

 

it's all about making the snap to grid in 16's like 16, 32, 64 ect

 

while people say yeah use a 64 grid, sometimes it doesn't line up

 

sometimes I set the grid to just 16, which allows more fine tunning to the movements

 

Then sometimes I snap to grid with it set to just 1, to keep it from being like X 1.3245 Y 2.3425 Z 4.3423

 

Then you need to have the grid turned off for most items like guns or rugs

 

You kind of need to have the first door to the cell the one that ends up being the one you transport to

 

otherwise you can end up getting transported to the middle of the cell an have no idea how to fix it

 

 

Sometimes the floor isn't lined up on the 16 grid either which is a pain.

 

You can start at X 0 Y 0 Z 0 then move them all to 16 to be sure or hey just use 0 for the first piece

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What?

Anyways ok thanks for saying i need to activate the file 1. But i made custom doors, with numbers of my vault, when i place them, they just get deleted after the load.

 

And how the hell would korea bomb help me solving this problem?

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THIS IS A NEW PROBLEM SO IGNORE THE OTHER POSTS

 

 

Ok. I will explain

 

http://img200.imageshack.us/gal.php?g=bugqyr.png

 

This is a problem, a big problem. The first image is the Door in GECK, the other image is the door in Fallout 3.

The problem is that when i place the door, custom door, I made, customized, own number, in fallout 3 the texture gets messed, but in GECK it's normal. See the images in the link i gave. This is the problem.

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hmmmmm

 

 

 

The bomb thing was just random sillyness to make trolling more fun for me, an maybe you.

 

Because we're both like "huh" lolz

 

 

Zomg that door looks great, kind of dark though huh.

 

 

Looks kind of like the _m map, which I think are mipmaps.

 

Idk though, and it doesn't really matter anyway.

 

because it's not the problem, rather just what is being rendered.

 

 

 

hmmmmmmm

 

 

 

in creating you super cool looking door

 

I'm guessing that you used The geeky GECK to apply alternate textures to the mesh for the Vault door.

 

So I guess you can check to make sure that the alternate textures are set right by opening the custom vault door

 

then opening the vault 101 door, then move the windows so you can view both an make sure the maps and textures

 

are in the right place. There may not even be one in there. I'll look at this in a few minutes for ya.

 

 

Something else, What are the names for the custom vault door textures. You wana have a custom name for your door texture.

 

Where Vault 101's door might be called VaultDoor101.dds then your custom door VaultDoorPoop.dds or VaultDoor731.dds

 

You could have a conflict between the two textures, and could even go look at the vault 101 door or whatever door you based your

 

custom verson after, then see what's happening with it.

 

 

Okay so you created a alternate texture. Then you go to your Vault entry cell, Which at this point you click the vault door in the list

 

rename the form to VaultDoorpoop731 or whatever, then change the in game name to Vault door 1 or whatever,

 

Then go down to the model, click edit, pick the mesh, which you would have to have unpacked from the bethesda .bsa files with FOMM

 

then moved the unpacked mesh to the data folder probably in meshes, maybe even in a folder called mypoop731 or whatever.

 

In GECK you would follow the path to your unpacked an placed mesh, which would bring it up in the model edit part I was talking about

 

then you see the textures listed, I think you double click to the right of the texture names, which brings up the alternate texture list

 

which has the ones you created. Some meshes have many different textures which get applyed to certain spots in this interface

 

while others have many places for textures but only use the same one over an over. Hopefully you just have a item that needs

 

the one texture, and you would only need to create one alternate texture then double click an select it for the new form you created

 

for the vault door. confused yet. me too.

 

 

 

 

You open the texture then edit it, then save it to desktop, then change the name after you put it in .DDS form

This will avoid conflicts with whatever rules your texture editor puts on .DDS, just saving it an not changing the name

keeps the original rules, which you can rename via the desktop afterwards an not effect. It only happeneds rarely.

Then put your textures in a custom named file in the Data/textures.

 

 

Now you have textures, you need a alternate texture in geck, which you open geck, then open something in textures

change the name and everything else to create a new form. If you name it right it will apear at the top of the list making

it easy to find later on.

 

With the new textures made, and alternate texture made in GECK, Now you need a new form to apply these textures too.

otherwise you'll apply the textures to the vanilla vault doors. So open FOMM, click on BSA unpacker, open the meshes.BSA

in the data folder. Type into the filter what you are looking for, in this case it's vaultdoors, use whatever the name is

for the door in GECK be it vaultdoor101 or whatever. LOOk in the list it brings up for the mesh for the vault door.

Then extract it to desktop. Rename it on the desktop and then place it in your data/meshes/Yourfolder.

In the GECK open the vaultdoor then rename it to create a new form, with a model that is the one you extracted

only you double click to apply the alternate textures to the model before you finish selecting it

this is done in that preview screen for the model, the small preview window to the right

with a sort of data spreadsheet for the textures or alternate textures

Which the textures on the left are kind of the vanilla guide, an the new textures on the right

which you double click an have to set one by one

which is where naming the alternate textures to show up here at the top comes in handly

 

 

Alternate textures usually only need the first two parts, which are the defuse map an the normal map

VaultdoorPoop1.dds would be defuse, then VaultdoorPoop1_n.dds would be normal map

You don't even have to open or change the normal map, but you can create new ones later on when you learn how

Pretty much you keep the same normal map only rename it. There are other places you can apply glow maps or mipmaps enviroment ect.

Also when you save your texture after editing it with Paintnet,photoshop or whatever, You'll wana save it with mipmaps enabled.

 

 

with the alternate textures made in geck, then applyed to a new form for a model that has the textures applyed,

then you can place the door inside the cell.

 

I'LL TELL YOU THE NIFSCOPE WAY TO RETEXTURE, WHICH IS A BIT MORE EASY

AFTER I TAKE A POOP, AN LOOK AT THOSE ITEMS YOU ARE WORKING WITH

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You'll have to follow the links to get nifscope an any stuff it needs to work

I don't remember if it even needs anything else to work.

 

The meshes are called Vgeardoor, find which one you'll use then extract it with FOMM (fallout mod manager)

 

 

right click the mesh on the desktop an select open with nifscope, the other way would be open nifscope an load that geardoor mesh

 

Go to the view tab open it, You should have block list and block details checked

 

Below that is show blocks in list or tree

 

 

I use show blocks in tree when I want to work with the mesh, and change an edit it, either size or position

also if I wana see if there is anything messy in the mesh it doesn't need, or add stuff or delete stuff

 

I use show blocks in list when I wana retexture a little more easy than in show them in tree

okay so the block list is to the left part of the screen, what I do is go to the name/value tab ect

it's at the top an tells the titles of the data spreadsheet, if you mouse over the line next to the

value you get a chance to click an change the width of that part, which I'll set to make

The BSShader Texture Set entrys stand out by being longer than the other entrys

it doesn't mater though you can find the BSShader Texture Set entrys even in the show blocks

in the tree, if you follow the tree's down far enough. Either way works.

 

 

Once you find the BSShader Texture Set entry, When you click to select that down in the bottom

the texture set is shown, but it's a tree as well, so you click the + to open it

Here displayed is any texture an path that this one part of the mesh uses

meshes have many parts so there are many entrys for BSShader Texture Set

 

NifScope doen't look at a drive, like C:/ D:/, in the Render tab at the bottom is settings

which you open an point to either you fallout 3 data file, or a false data file you put on the

desktop to make stuff out of, you can even use both, also you need to open the file tab

and set resource files to automatic selection, Use the Auto detect game paths in the render

tab settings, select to render textures, Anti Aliasing, and Shaders, then add folder to

then go down an set the folder to your false data folder on the desktop if you're making

lots of items.

 

 

I'll open the fallout 3 data file then go one file at a time, with notepad opened and

write down the path to my texture. I.E Textures\weapons\MyFilename\VGeardoor731\VGeardoorpoop731.dds

If I know the names are the same besides the normal map having _n added in

then I can copy an paste, then manualy type in the _n leaving less names in the notepad files

from which I copy from to paste into nifscope

 

 

With the mesh opened in nifscope, and knowing how to find the BSShader Texture Set

I start at the top and work my way down to each texture entry.

I change the names of the textures, but I try to just add my custom number at the end

because this way I can tell where certain textures go in the block list for the mesh

 

The Vgeardoor may have many parts, like Vgeardoor1.dds Vgeardoor2.dds

so I'd change them to Vgeardoor1Poop.dds or Vgeardoor2Poop.dds

It can be difficult so this kind of helps.

 

Really all you need is the first two which are the defuse an normal map

the other stuff is good to, but advanced, sometimes you have to drop the normal

map, because it doesn't work with the texture change you made, and you don't

know how to make normal maps yet. Not a big deal.

 

In the notepad file you just use to keep up with the file paths of the textures

you also have to have .dds added at the end or nifscope won't see it

 

For the most part you just copy an paste all the way down the block list where

BSShader Texture Set entrys are, don't miss any of them, Also if there

is only one texture you wana change, which in this case would be the front of

the vault door, just click on the vault door in the 3D render window

yeah click on the door an it will point to that part in the block list

look under that part nearby to find the BSShader Texture Set

then make it point to your texture that has the number 1 instead of 101 or whatever

 

Save the nif, then place it in the data/meshes/yourfile or you can place it there an open it from there

doesn't matter, If you run a fake data folder on the desktop it's kind of a preview, where the final

step is moving it to the real data folder

 

 

After you have changed the path an texture inside the nif, now you no longer need to create

alternate textures inside GECK, The GECK will load the texture you wanted as the Default

texture for the new form you create. You still have to create the new form, but dont' have to

create alternate textures, and then apply those alternate textures to a new form model.

 

 

kind makes you wish there was in game spraypaint, and you could just go in an paint the door huh

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