Jump to content

GECK Issues and General Questions


Mudguy47

Recommended Posts

Hello my good fellows of the Nexus forums! A few weeks back I started a mod for myself and had a few issues with the GECK. I had also posted these questions on the GECK forums on Bethesda's official forums but it seems dead over there. This is the NV GECK if you didn't know which editor I was referencing.

 

Anyways my questions are:

 

I have created myself a new cell, duplicated from Isacc's House. I cleared everything including the Navmesh and created the portals to go in and out of the house after completely rebuilding the place. Thing is Isacc and his guard (from Factions Reloaded) go into the house. I have set the house as being owned by me, the doors owned by me, and I think everything else you could set as being owned by the player. What's happening there?

 

Also things from another mod (Interior Lighting Overhaul) is still thinking that house is Isacc's and puts light switches in there. Mind you I only load this mod up with the default FalloutNV.esm. Do I need to create a compatibility patch to get rid of those later?

 

Last thing, when I load up the GECK the files that are loaded are all the DLC and Pre-order packs but another file is loaded as well. Deserter'sFortress.esm loads up every time with it being checked. How do I get rid of that as it is very annoying?

 

The three paragraphs are copied straight from my post on the Bethsoft forums. I had other issues before but those questions were answered by another thread.

Edited by Mudguy47
Link to comment
Share on other sites

  • Replies 63
  • Created
  • Last Reply

Top Posters In This Topic

I had a problem with that exact symptom once - long story short, the cell name was so long that I couldn't see COPY0000 at the end, and I renamed and edited the original by mistake.

 

I beleve GECK and FNVEdit automatically select any plugins you have active in your mod manager. It annoys me too, so if anybody knows how to turn that off please share!

Link to comment
Share on other sites

I had a problem with that exact symptom once - long story short, the cell name was so long that I couldn't see COPY0000 at the end, and I renamed and edited the original by mistake.

 

I beleve GECK and FNVEdit automatically select any plugins you have active in your mod manager. It annoys me too, so if anybody knows how to turn that off please share!

I renamed both cell name and EditorID. With the other one, it does not turn on the other plugins that are active in my load order only the DLC and DeserterFortress, nothing else. Maybe the mod author did something funky with it to make it do that but no other plugin has that issue.

 

It also seems that the original cell I made won't delete itself, it only has the navmesh and its an empty cell. How do I get rid of this rogue cell?

Edited by Mudguy47
Link to comment
Share on other sites

Check Isaac's AI packages:

 

GunRunnerIsaacEat12x2

GunRunnerIsaacSleep22x10

 

The destination of both packages should be IsaacHouseInterior. If the destination is your the name of your house, then you probably edited the name and contents of Isaac's house instead of your duplicate cell. If that's true, all is not lost. You can make another duplicate of the cell you edited, use FNVEdit to delete the conflicting edits to the IsaacHouseInterior cell from your plugin, and then go back into GECK and re-link the doors in your newest duplicate cell to your doors in the worldspace.

Link to comment
Share on other sites

Uh huh. I'm still relatively new to the editor and most of the workings of some of it, most of what you said there made minimal sense. I did however manage to locate his AI packages (how did I manage that?) and saw that my house has now been set for his path. From what I can see is that Isaac's house is still there, the doors in-game still connect as well. Couldn't I just reconnect his AI packages to his house cell then be done with it or do I have to go through that long process you put up?

 

Ok after further examination in-game I found out Isaac's real house isn't actually hooked up to the doors and the game is now labeling my house as Isaac's. Last time I worked on that I had the last part sorted out and it was labeled as my house. Would it be wiser to just delete this esp and make a new one just create my house using a cell that has no NPC relations at all or can I salvage this?

Edited by Mudguy47
Link to comment
Share on other sites

All is not lost. First, make a duplicate of your house and double click it in the Cell View. Link the doors to the exterior door to your house. Now go back and double click the original. The doors should be unlinked. Link them to the exterior door to Isaac's house. If your mod is for personal use and you don't mind Isaac living in a house that looks exactly like yours on the inside, you're done. If you want to publish it, or if you want the interior of Isaac's house to look like it did before, there's one more step that will require using FNVEdit.

 

First, right-click FalloutNV.esm and select Apply Filter For Cleaning. Then expand your mod by clicking the plus sign beside it and look for the item Cell in the tree. Expand the tree until you see the Sub-Block with the conflict. It should be Isaac's house. Click on it, and in the right side of the window you will see two columns, one for FalloutNV.esm and one for your mod. FalloutNV.esm should have the name IsaacHouseInterior and your mod will have your name. With that sub-block highlighted in the tree, hit the delete key. This will delete all changes that your mod made to Isaac's house, (and it will not delete Isaac's house from FalloutNV.esm, or your duplicate cell that is your new house).

Link to comment
Share on other sites

Thanks for explaining that in layman terms for me. When I get back to my PC I will definitely do this. I will probably go the approach of getting Isaac his original house because I couldn't stand the thought of him being in a duplicate of my house.
Link to comment
Share on other sites

Just an FYI guys, if your having the issue with the GECK always auto loading all the DLC and Pre-order packs open your data folder and sort my file type. Look through the files and find all the .nam files then delete them. There not needed for a PC game and only the only purpose they serve is to force load the DLC on counsels.

 

With mod managers like NMM or FOMM they just get in the way of modding.

Link to comment
Share on other sites

Just an FYI guys, if your having the issue with the GECK always auto loading all the DLC and Pre-order packs open your data folder and sort my file type. Look through the files and find all the .nam files then delete them. There not needed for a PC game and only the only purpose they serve is to force load the DLC on counsels.

 

With mod managers like NMM or FOMM they just get in the way of modding.

By the gods that fixed it! That is amazing, now I wonder why a mod had included it. Could the NAM files be what put them into the DLC list on the main menu screen? Reason I ask is I saw that one mod on the DLC list in the main menu and thought that was odd.

Link to comment
Share on other sites

-Snip-

You are a god send. That fixed it all. I can now continue on my work. At a later date I'll probably come back here to ask for help with quests and scripting. Right now I'll just get the functionality finished and worry about those things later.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...