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geck crashing custom worldspace


FNVmoder2024

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hi i have been working on my mod with the geck extender but recently i have been suffering crashes and they mainly seem to occur in my world space i have checked fnvedit as well to see if there were some overwrites that could cause issues but no look the log is attached below looking for any advice

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I don't use the GECK extender, but from what I read in its documentation, it basically doesn't work with Version Control Technically you can make it work, but you have to disable all of the things in the GECK extender that make it useful, and if you do that, then what's the point of using it?

If you are creating a worldspace, you really need to be using Version Control. Basically you create an esm, then make changes in esp files that you then check in to your esm, slowly building up your esm. When you check things in, the GECK stores things differently than when you use the GECK in single user mode. This avoids the 16MB bug that will totally destroy your mod and crash the GECK.

Using Version Control also uses less memory, since you edit smaller esp files and check things in a little bit at a time. This avoids a lot of GECK crashes due to memory issues.

This link has the details for how to set up Version Control for both Fallout 3 and Fallout New Vegas (there are only a couple of minor differences between the two).

https://geckwiki.com/index.php/Version_Control

I personally keep two copies of my ini files, one for the GECK in "normal" mode and the other for the GECK in networked mode using Version Control. That way I can easily switch between the two by simply copying the correct set of ini files into my FNV folder in documents.

Just be aware that worldspace stuff gets you into the buggiest parts of the GECK. Save often.

There is a quick navmesh tool that claims to navmesh entire regions. Don't ever use it. I've only had it work successfully once. More often than not, it locks up the GECK with a repeating pop-up that says "Get Jean" (Jean was apparently the developer in charge of navmeshing and pathing). Close the pop-up and it immediately pops up again. The only way out at that point is to use the task manager to kill the GECK. Navmeshing cell by cell is a lot slower, but it's the only method that actually works.

Keep all of your landscape above 14,000 or so in height, otherwise you can end up with floating trees in your LOD.

Another known crash occurs when you define your worldspace and immediately go into the height map editor. To avoid it, define your worldspace first, then save and exit the GECK, restart, and then go into the height map editor. If you fail to do that, the GECK will crash and you'll have to restart it anyway.

 

 

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  On 1/10/2025 at 7:59 AM, madmongo said:

I don't use the GECK extender, but from what I read in its documentation, it basically doesn't work with Version Control Technically you can make it work, but you have to disable all of the things in the GECK extender that make it useful, and if you do that, then what's the point of using it?

If you are creating a worldspace, you really need to be using Version Control. Basically you create an esm, then make changes in esp files that you then check in to your esm, slowly building up your esm. When you check things in, the GECK stores things differently than when you use the GECK in single user mode. This avoids the 16MB bug that will totally destroy your mod and crash the GECK.

Using Version Control also uses less memory, since you edit smaller esp files and check things in a little bit at a time. This avoids a lot of GECK crashes due to memory issues.

This link has the details for how to set up Version Control for both Fallout 3 and Fallout New Vegas (there are only a couple of minor differences between the two).

https://geckwiki.com/index.php/Version_Control

I personally keep two copies of my ini files, one for the GECK in "normal" mode and the other for the GECK in networked mode using Version Control. That way I can easily switch between the two by simply copying the correct set of ini files into my FNV folder in documents.

Just be aware that worldspace stuff gets you into the buggiest parts of the GECK. Save often.

There is a quick navmesh tool that claims to navmesh entire regions. Don't ever use it. I've only had it work successfully once. More often than not, it locks up the GECK with a repeating pop-up that says "Get Jean" (Jean was apparently the developer in charge of navmeshing and pathing). Close the pop-up and it immediately pops up again. The only way out at that point is to use the task manager to kill the GECK. Navmeshing cell by cell is a lot slower, but it's the only method that actually works.

Keep all of your landscape above 14,000 or so in height, otherwise you can end up with floating trees in your LOD.

Another known crash occurs when you define your worldspace and immediately go into the height map editor. To avoid it, define your worldspace first, then save and exit the GECK, restart, and then go into the height map editor. If you fail to do that, the GECK will crash and you'll have to restart it anyway.

 

 

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Thanks for this advice i tried reinstalling and new .ini file and has reduced the frequency of crashes but will move to version control if i do reach 16mb or if the crashes increase once again

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