SGTDRE Posted September 7, 2009 Share Posted September 7, 2009 Okay here is my problem, I wanted to add a few more lockers to my house so I can sort things a little better. At first everything worked great, but I forgot to name each of the three lockers, to make things easier. Well when I went to change that in G.E.C.K. And I went to save the same files, it made me Create a new plug in file name, so I figured I would delete the old ones and start over again, but all it showed was a "D" in the list of items that I deleted and in the render window, the items were Gone. But when I run the game the lockers are still there one is even on its side in the middle of the floor. I read another post that explained how to but could not find it, some one wanted to remove the Robot Butler, I figured that it would be the same way if I added an item through G.E.C.K. I even Deleted the plug in files that it created as well as the back up files. I closed out G.E.C.K. Restarted it and the Deleted files are still there? in G.E.C.K. that is. Also when I load up G.E.C.K. I get a warning message that there is Duplicate file of the Armor I modded, But I can't seem to find it anywhere other than in the Object Effects window, but every time I delete it, and restart G.E.C.K. there is again? in the Object Effects window. If anyone has any ideas as to what is happening or I'm what I'm dong wrong, please I welcome any tips, hints, ideas. thanks SGTDRE Link to comment Share on other sites More sharing options...
AlaricMod Posted September 7, 2009 Share Posted September 7, 2009 To delete an item you have placed in a cell, just select the item in the render window and press delete. The other way to delete items is to select them from the right hand column of the cell view window (left hand column is where you select the cell you want to see in the render window) As far as the items you deleted that now show a "D" next to them they will be gone the next time you load up the GECK - provided they are not base game items or part of another mod file you are loading. If they are base game items (or part of another mod file you are loading), do not worry they are only marked as deleted in the ESP (Mod) file that you had marked as active. Any base game items (or items in other mod files) deleted in this fashion can be undeleted by editing your ESP file (the one that was set as active when you did the deleting) with a utility in FallOut Mod Manager(FOMM). You can download FOMM here:http://www.fallout3nexus.com/downloads/file.php?id=640The selection in FOMM you would be looking for is "Plugin Editor" - It opens up a program called TESsnip and allows you to edit your plugin in a direct text based fashion. Good Luck-Alaric_ Link to comment Share on other sites More sharing options...
SGTDRE Posted September 7, 2009 Author Share Posted September 7, 2009 Thank you for getting back to me, but for some reason I am ending up with Duplicate Items. This happening with Weapons and Lockers & Crates that I Simply modded the names to created a new file. when I Re-Open GECK they still there even after I do a Delete, and Someone from another Site Said that I should use Ctrl+X to delete items from the Render Window and it will also remove it from the list as well. And that worked. But the Duplicates keep coming back for some reason. I have opened and closed GECK Many times now and I still have two Duplicate Items showing up in my List of Containers. As well as in my list of weapons, and I should add that the Weapons that are being Duplicated are of a Mod set that Downloaded from Nexus. I tell ya is this going to a long Learning Curve :) To delete an item you have placed in a cell, just select the item in the render window and press delete. The other way to delete items is to select them from the right hand column of the cell view window (left hand column is where you select the cell you want to see in the render window) As far as the items you deleted that now show a "D" next to them they will be gone the next time you load up the GECK - provided they are not base game items or part of another mod file you are loading. If they are base game items (or part of another mod file you are loading), do not worry they are only marked as deleted in the ESP (Mod) file that you had marked as active. Any base game items (or items in other mod files) deleted in this fashion can be undeleted by editing your ESP file (the one that was set as active when you did the deleting) with a utility in FallOut Mod Manager(FOMM). You can download FOMM here:http://www.fallout3nexus.com/downloads/file.php?id=640The selection in FOMM you would be looking for is "Plugin Editor" - It opens up a program called TESsnip and allows you to edit your plugin in a direct text based fashion. Good Luck-Alaric_ Link to comment Share on other sites More sharing options...
SGTDRE Posted September 8, 2009 Author Share Posted September 8, 2009 I now have new Issue, Any ideas on how to Correct it. So far so good on First issue. But now I ran into a new Issue here, Please See the Picture below. I now have Two Crates in the Same Space with Two Different names But I only I have one Plug in File for One Crate.And yes that is what I have been doing Creating new Forms ID For what ever I was Changing or Adding. http://yfrog.com/05twocratesj Okay here is what I did I Deleted the Crate from the Render window, I Deleted the Plug in File For the Crate I wanted to change. Basically all I wanted to was change the Name, When I loaded GECK I set the Active File to the Plug in for the Crate I wanted to Rename, it was not working. So I Started the FO3 Launcher and I unchecked the box for that Plug in in the Data Files. I closed the launcher Opened GECK, after Deleting the Plug in File, opened up the Render Window Selected the Crate & Ctrl+X to remove the Crate, I renamed it in the Containers list, after Creating the new Forms ID, I put my Renamed Crate back in, Saved and was prompted to save the new plug in File. I Started up the game after Checking the box for the Plug in, in the Data Files loaded my last save game and I ended up with what you see in the Picture Above. Two crates in the very same place with Two different names. How can I correct this, and would FOMM help me do so. SGTDRE Link to comment Share on other sites More sharing options...
AlaricMod Posted September 8, 2009 Share Posted September 8, 2009 Every time you open the GECK it sets some file as the active file (the active file is the one it is writing the changes to). When you are modding you should only be checking the Fallout3.ESM and the ESP you are working on (which you will set to active when you load the data files). If you are using resources from other mods the best choice for you is to either alter the mod they came with or pull the resources out of the first mod and make it part of yours. Working with multiple mods at once makes for an ugly recipe - which you are tasting right now. When you deleted the first crate it marked in the .esp that was active that it was deleted, but since the crate was originaly placed there when another .esp was active the item was technically still there (it was just marked as deleted). Then you deleted the .esp file that had the delete tag so the item came back. here is an example - 3 mods "firsttime.esp", "secondtime.esp", "thirdtime.esp". In your first time in the GECK you create 2 crates, crate A and crate B, and you put them in spot A and spot B respectfully. When it asks you to save you save your mod as "firsttime.esp". Then you decide you dont like crate A and you start up the GECK, delete crate A and create crate C which you put into spot A. When it asks you to save, this time you save your mod as "secondtime.esp". Finally you decide that something is not right with your newest crate, crate C and you create crate D. You delete crate C and place crate D into its place in spot A. When the GECK asks you for a name this time you name it "thirdtime.esp". Now to make sure you have crate C deleted you go find the "secondtime.esp" file and delete it - and this is where the problems start cascading. Now when you open up the GECK you find both crate A and Crate D in spot A. --Here is why-- When you decided you did not like crate A and you loaded up the GECK to fix it after doing your fix the GECK asked you for a save file name. Thus you saved your delete in a file (secondtime.esp) separate from the file (firsttime.esp) the actual item was created in. When a delete is saved like this the item is only *Marked* as deleted so the game will ignore that item. However the item is still very much in the game - it is just being ignored. Ignored until the mod that is telling the game (and GECK) to ignore it is gone. Then POOF, it reappears in the game. With your multiple .esp files it will be really tough for you to backtrack where all the changes and edits are - like trying to untangle a bowl of spagetti. Due to this you may have to start over (remembering to download new fresh copies of every mod (build by someone else) you normally use in the game (unless you are REALLY REALLY SURE none of the changes you made to the game are in those files). My advice - better to safe than sorry. To keep this from happening to you again - when you open up the GECK to start a new mod save that mod (and name it at that time) after your first edit to the game world (no matter how small). Then every time you load up the GECK to work on your mod mark that same file as active each and every time. Good LuckAlaric_ Link to comment Share on other sites More sharing options...
SGTDRE Posted September 10, 2009 Author Share Posted September 10, 2009 I was so tired the other night that I needed to get some sleep, I must have slept close to 10 hours on and off. But I think I understand what your saying and here is a Picture of what was showing up the other night. http://yfrog.com/4rcrateduplicatesj Also the only Mod that I am having an issue with is just the one I was working on and it is the 6th mod that I worked on, the other mods that I have from others is Fine and I only have 1 so far that is installed that is. The other I have but not installed yet. I held off til I was able to get through this minor mod of a simple Name change. I downloaded FO3Edit and was trying to use it to see if that would help me correct this issue. At first I did not set it as the active file, I even read through some Tutorials and I don't why I did not, but when noticed my error in naming the mod, I set the mod plug in as the Active file and went to on to rename it, but it did not work after saving, that is when I deleted it as well as the Plug in File and started over again and seeing as I was not working on a certain File, I did not set any file as active. And proceeded to start my simple mod of Just give a new name to Crate that is already in the game, and I made sure it was not a Quest item. And from there my problem started. Thank you for helping, if you have any other ideas, I willing to listen. :EDIT:As the old saying goes, A Picture tells a thousand words. http://yfrog.com/0atessnipj <<<<<< Please See Picture. I tried everything you all have told me to do, over and over thinking I did something incorrectly. and nothing worked! I just could not figure it out, there was no Plug in file because I ended up deleting them, and still the issue of 4 Crates in the Very same place was still there, and the duplicates were gone in GECK no where to be found, and still the same issue. And at first I was a little worried about opening the Plug ins with FOMM in TESsnip, thinking i would totally screw things up well, I just about to give up and I figured what the Heck, If I ruin everything I will just uninstall and reinstall and start over. So long story, Lo & behold I found my problem. and it had to be the fact that I was trying to work with to many files at one time and not setting the Active file to work with as I should have followed the instructions on the GECK Wiki / Tutorials. If you asked me how I did this, I could never explain it, but some how, as I moded the names of the Crates & Lockers that I was working on, they ended up inside other files, one of which you see in the picture above. But this was also true with my Armor that I moded that I will have to redo again. It was also in my Gauss Rifle I was in another locker just as you see it in the picture and the picture above is a mod someone Else's weapon that I downloaded, the good thing, the weapons still work. And Crazy Crate issue is all gone, what else was really bugging me is that I had a crate that I moded and yet I had NO plug in file for, I could not figure out how it was still there without a plug in file. So that is what made me start looking at the Plug in Files With FOMM In TESsnip. I just have to be much more careful and work with one file at a time this time. But at lease I now I have this problem off my head and I can work on getting everything back to the way it was before all this happened. Again I thank you For Helping me :) Thanks SGTDRE Link to comment Share on other sites More sharing options...
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