ranafuineluva Posted September 24, 2009 Share Posted September 24, 2009 Hi. I posted this comment under Vault Dweller Survival Cooking Guide mod (http://www.fallout3nexus.com/downloads/file.php?id=7905). I thought maybe reposting here would get it answered sooner. I am copy pasting the comment. I decided to make my own module for this so that I can put cookomatic to my favorite house mod "Sanctum"! But I couldnt manage to do it thus far. Any help is appreciated on what I do wrong. I open the GECK and select "VDSC.esp" (Vault Dweller's Survival Cooking Guide) and "Sanctum.esp" and nothing else and do not select mark any mod as active. Then I double click aaSanctum cell on top of the cell list and a prompt comes : "TEXTURES:texture does not contain mipmaps& will not be used: textures\clutter\junk}toolbox.dds". I click "Yes to All" here. I zoom in at the render window. I browse to "Items/Misc Items/Clutter/cookomatic" and drag the item with Editor ID "Cookomatic" to the render window. I right click to the newly added "Cookomatic*" under "aaSanctum Objects" and pick "Edit". I play with XYZ values under "3D Data" and click "OK". I click "SAVE" now and name the file "Santum-cookomatic.esp"! I enable the file under FOMM and make it load last of all mods. At this point I start the game and no cookomatic inside the house. I run GECK again. This time with "VDSC.esp", "Sanctum.esp" and "Sanctum-cookomatic.esp". In that order. I pick "Sanctum-cookomatic.esp" as active file. A new warning comes up "EDITOR:Edit ID 'aaSanctum' (03000EA6) is not unique, previous object (02000EA6" is type CELL. Editor ID wil be set to 'aaSanctumDUPLICATE000' I click "Yes to All" here otherwise it shuts GECK down. Another warning comes: FORMS:Duplicate form ID (03000EA6) encountered in file 'Sanctum-cookomatic.esp'. I click "Yes to All" here too. GECK is open now. I click cell "aaSanctum" and there is no cookomatic inside. But there is another cell with the name "aaSanctumDUPLICATE000" which is also entirely empty. I check Cookomatic with right click "Use info" and it is not used in anything. Any suggestions to this noob would be most welcome. Thanks in advance. Link to comment Share on other sites More sharing options...
deepside Posted September 26, 2009 Share Posted September 26, 2009 first of all you don't have to click yes to all. at least i never do it and my geck runs great after. i just click the red cross(shutting it down)i think you have to place the cookomatic again on that spot and rename it with a 00 (or something like that so that it's a new form) beforeso that it is another cookomatic otherwise its a duplicate. not a problem but you have to place the duplicate then.then you save it in your esp and there should be no problem.hope that this was the answer so you can go on.. gr deepside :thumbsup: Link to comment Share on other sites More sharing options...
mechine Posted September 27, 2009 Share Posted September 27, 2009 Yeah I agree but sometimes you'll want to just click yes an read all the errors Some you ignore, then others you now go fix it Like i open up something that doesn't have a mipmap, I close geck go fix it an open geck again, problem is gone, must be fixed then I'll find some of the other problems by opening things with GECK, but closing GECK an fixing them with FO3edit, only to open them with GECK again to see if it happeneds Obviously not all of the errors are worth fixing, as GECK just rolls like that, some of them I just ignore There shouldn't be any errors though. Which means what you opened is dirty, and should either be ignored or in the case that it's a actual possible cause of a problem in the future for the mod in question You should fix it prior to opening it with GECK, as to avoid GECK trying to Autofix it, what have you, Among the many other mod ruining quirks of GECK In the end it depends on what it is, an how hard it is to fix I guess. MipMaps are texture maps, for system performance Games take a texture map an pre-shrink it a few different distances Like 10 feet away, 20 feet away, 30 feet away, ect so that ingame, the system doesn't have to worry about this, just load the mip map at set distances, rather than calculate it off the 1024x1024 or gawd 4000x4000 texture map It's actually a deal breaker for performance, you can't get frame rates without mipmaps. In fact you can force mip maps via the grapics card control panel, for older games before mipmaps were around. In GECK they use the texture_m.dss which is "enviroment maps" but pfft that way stucks if you ask me and I can't even tell if that's a mip map or not. Just about across the board all I use is a texture.dds an texture_n.dds (normal map/bump map) yeah I'll use a texture_g.dds (glow map) here an there like if it has LED's on it that glow or something equally stupid but for the most part it's just the main texture map an a normal map with it Then the Mip Maps are generated inside the actual main texture map texture.dds or whatever Paintnet does this for me, by checking generate mipmaps when I save (I never save as, always save, then change the name later) You can view mip maps by opening it with GIMP, but pfft I don't even need to do that anymore, so long as GECK doesn't say I need a mip map I know it's there, right? But GIMP does create new normal maps/bump maps, which I haven't figured out yet GIMP takes a long time to load, also Photoshop requires a .DDS converter, where Paintnet load up fast, and will also open an save in .dds format, so you're actually making direct draw surface edits, which is kind of cool when I think about it Then there are tons of plug ins for paintnet, but I haven't found a good normal map creator yet for paintnet there are a few but the one I have tried leaves strange pixels in the seam on items right now. The other problem you mentioned was a Form ID number 03000EA6 GECK said it wasn't unique, meaning it's a duplicate entry, an created that item as a different Form ID to make it unique which created that duplicate copy cell or whatever This is why I would't use GECK to fix stuff as it freaks out an does stupid stuff. Why lock that crap into a mod by saving it So in this case I would open up said mod in question via FO3edit, then look up that ID number 03000EA6 or whatever, an see what the deal was, fix it, then open it with GECK to confirm. Link to comment Share on other sites More sharing options...
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