drithius Posted March 17, 2014 Share Posted March 17, 2014 (edited) So, making transition to FO3 modding and GECK ala FO3 is annoying me... any time I save even the simplest of files, GECK will spit out the below errors (or something very similar) and proceed to add junk data to the plugin... which I then must clean out in FO3Edit. Anyone know what's going on? I've installed FO3's GECK and its "1.5 update" several times already with no change. This is with the FOSE loader. http://i447.photobucket.com/albums/qq192/Drithius/Screenshot2014-03-16205150.jpghttp://i447.photobucket.com/albums/qq192/Drithius/Screenshot2014-03-16205210.jpg ...oh, and it hangs every damn time I go to shut it down as well. Edited March 17, 2014 by drithius Link to comment Share on other sites More sharing options...
blove Posted March 17, 2014 Share Posted March 17, 2014 I know those errors. Some funky references, collision markers, and navmeshes cause them when using that master. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted March 17, 2014 Share Posted March 17, 2014 There's a few Geck errors referenced here http://wiki.tesnexus.com/index.php/GECK_errorsMaybe you'll find some start of answer there. You may want to try Geck Power Up http://www.nexusmods.com/fallout3/mods/15067/?as it solves a few recurrent problem in Geck. Of course, it won't help if the Master file used is faulty. Link to comment Share on other sites More sharing options...
drithius Posted March 17, 2014 Author Share Posted March 17, 2014 I know those errors. Some funky references, collision markers, and navmeshes cause them when using that master. Ugh... this is going to be even more tedious than usual; thanks, man. Link to comment Share on other sites More sharing options...
blove Posted March 17, 2014 Share Posted March 17, 2014 The 175F error is in reference to the new Dogmeat anchor, I think. It changes a vanilla reference from one cell to another but I do not think the navmeshes were updated for the change. Deleting it removes the error but also breaks the new scripts for Dogmeat. The rest are mostly of the same type change, but unfortunately I do not know how to fix navmeshes. The only one that I have not been able to localize is the one that adds the 3C record, but by that time GECK is no longer throwing errors. Link to comment Share on other sites More sharing options...
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