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GECK - big files


BegunValkery

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I used the Fallout 3 Plugin and started merging all of the DLCs, WMK (including ironsights, craftable WMKs), Ironsights mod, Classical Weapons Mod, Craft, Calibr, xCalibr, Fellout, drug Aftereffects mod, CMF New Start, alternate level perks, Darn UI, and combat style perks. I have been merging two one-by-one, until I made one file that had all of them in. I'm trying to make a compilation of many mods into one file so that I don't have problems with some files overwritting others and having to organize the load order.

 

When I go to use the GECK and load the big file, it does take a much longer time than usual, but after making my changes the application crashes after taking a long time for some reason when I just choose to save. I looked over the web and can only pick out that it has to do with limitations of memory, despite me having a high-end PC. Is there a way to fix this issue? How does FWE get pass this problem, since they have a big mod?

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I looked up the stack trace from the GECk and this is what it said:

 

 

0065932B (GECK): (filename not available): (function-name not available)
(filename not available) (0): (function-name not available)
(filename not available) (0): (function-name not available)
(filename not available) (0): (function-name not available)
(filename not available) (0): GetWindow
(filename not available) (0): GetWindow
(filename not available) (0): CharPrevW
(filename not available) (0): DispatchMessageA
(filename not available) (0): DispatchMessageA
(filename not available) (0): BaseThreadInitThunk
(filename not available) (0): RtlInitializeExceptionChain
(filename not available) (0): RtlInitializeExceptionChain
(filename not available) (0): RtlInitializeExceptionChain
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I f any of the files chosen have (Fose) scripts in them then no, the geck will not process them.

The Garden Of Creation Kit can not process scripts or data linked Tooooo Fose related scripts.

The GECK will rip out the data related to it so it will not "compile"

kitty

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