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[GECK] Keeping Items Moved


NDG474

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I'm currently modding a mod. It's the mini hideout found here. I have added a room for a kitchen and moved the fridges in it, but for some reason when I load the game the fridges are moved back where they were originally.

 

Here are some screenies to illustrate the problem:

 

http://img5.imageshack.us/img5/7057/minihideoutkitcheninedi.th.pnghttp://img12.imageshack.us/img12/770/screenshot26u.th.png

 

 

Any ideas how I can have the items stay where I moved them? I think the problem may be related to the terminal placing food and drinks into the fridges (sorting items from your inventory). I know very little about the GECK at this point so please be detailed if you can help.

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Is it your load order? If your mod loads before the mini-hideout mod, then I'm pretty sure that could explain why they'd move back (as your mod would load first with the items moved, but the mini-hideout mod would then load and override it, putting things back).

 

Check the fallout mod manager and see if your mod appears below the mini-hideout mod.

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Is it your load order? If your mod loads before the mini-hideout mod, then I'm pretty sure that could explain why they'd move back (as your mod would load first with the items moved, but the mini-hideout mod would then load and override it, putting things back).

 

Check the fallout mod manager and see if your mod appears below the mini-hideout mod.

 

 

It's not the load order, I set the mod as the active plug-in and saved the changes. There's only the single .esp file.

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have the same problem.. seems to be that when you make a start from a savepoint before you enter this cell that it is changed..had this problem with some stuff to and loaded a save from some other place and it was where i put it. maybe you try that..i think it's cellrelated that it only changes when you're not in the cell itself. otherwise it keeps the old stuff..

gr deepside

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have the same problem.. seems to be that when you make a start from a savepoint before you enter this cell that it is changed..had this problem with some stuff to and loaded a save from some other place and it was where i put it. maybe you try that..i think it's cellrelated that it only changes when you're not in the cell itself. otherwise it keeps the old stuff..

gr deepside

 

Thanks for the tip. I almost slapped myself for not thinking of that. Unfortunately it wasn't the problem either. I saved inside megaton, loaded the geck and re-saved the mod (just in case), then loaded the game and went back. Still the same, the fridges were moved back. I even tried it again and waited 4 days, but still the same. I'm not sure what it could be. The lights in the kitchen are functioning and the sink and other items are still where I had moved them. It's only the fridges that are being stubborn. :/

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ok maybe this one helps. are they with a ref.. for example the nukavending working needs a reference. that could be it ( sometimes ref-items seem to stick or vanish).. otherwise try to delete the two and place them again.

the only thing with fallout 3 is it's so big that it has to have bugs.. most of the time they are easy fixed. sometimes you have to delete the thing and build it up again. in your case its just two frigs,

mine was a whole new suit with script that i've had changed. :confused:

 

 

sometimes it also helps if you load it from a fresh start and check if its there with coc..

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Well, I deleted the objects and then added them back but I can't figure out how to reattach the references. The vending machine's base object shows the script selected but when I add it to the game the script isn't shown in the "Use Info" window as it was with the mod's original vending machine. The mod's fridge's "Use Info" showed it was attached to the terminal. Any idea how I can reattach the scripts? This is all new to me. If nothing else they do work as containers at least, and they did finally stay moved. Thanks for the help.
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i think the best way for this is to make the script again.(new one coz the fridge has if i'm right a new reference wich you have to give otherwise the script don't see it.)

learned a bit about rewriting scripts and they seem to have a problem with 00 in the beginning of the ref.

so rename the ref with aa i think..and change that in your excisting script.

also it's best to give the script a new name because of the duplicate.

 

if you still having trouble with it ..pm me and i send you the script i work with..it's a rewritten from the original. only thing you have to do then is fill in the ref and the name. works for me in three mods. just changed the refs and name. hope this works for you..

glad that it stays in the right place now.

gr deepside :thumbsup:

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