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Cloning The Strip Wordlspace


prodlimen

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Hi there! :D. I would like to clone the Strip worldspace, but when I use the option in GECK it just crashes. Is there an alternate way to do it?.

 

Thank you very much for your help! :D

 

Greetings,

 

Prodlimen

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I thought it worth mentioning as it stopped crashes I was getting with a worldspace, I'm not surprised that it's a bug though, how Obsidian managed to create anything with the GECK is beyond me.

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Thanks for your help Chuck and Jim :D. I I'll try that GECK large address aware anyway. I was hopping maybe I could clone at least the streets via FNVEdit. That way FLVJOD-The Strip could be easier to do :D. I'll keep searching and I find some useful information I'll share it with you :)

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I thought it worth mentioning as it stopped crashes I was getting with a worldspace, I'm not surprised that it's a bug though, how Obsidian managed to create anything with the GECK is beyond me.

 

Because the GECK is just an editor; a simpler form of the full scale engine they would have developed the game in. I have noticed that duplicating even small worldspaces is impossible, and causes the GECK to crash. Only way I was able to do it was to copy and paste all the items into an empty worldspace, but that isn't going to be a desirable option.

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I did some experiments years ago, and making GECK 4GB enabled did make change, although maybe not all things will work. I followed some thread when trying this manoeuvre in vanilla GECK and have monitoring memory usage of GECK at the same time you notice it flip out after the magical 2GB barrier. I did some empiric tests and I past the 2GB wall and got something on the other side, I don't recall.. it might have been only world space and not all buildings and so on. but it worked so far. And far beyond vanilla GECK capability.

 

I also remember a thread at Bethesda forum that I commented in, a tool that popped up to use is FNVEdit, I got slapped on the fingers since I thought this "function" to copy whole chunks of instances of stuff in FNVEdit was not implemented, but someone told that this had been implemented a long time ago. :-) I don't recall the details but the OP in that thread wanted to duplicate a world space for a "travel in time" purpose, and this solution was mentioned as a work around for GECK. I'm not sure that particular thread is still available since Bethesda have this delete old things policy?

 

Just some cent's from me...

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Thanks for your help too McclaudEagle and Nimboss :D. I tried the GECK large address aware that Jim suggested but unfortunately it didn't worked. Now that I think about it, I recall to have read somewhere a guy had a very powerful computer with 24 GB of RAM and was able to clonate Freeside Worldspace, so maybe the solution works depending on your PC specs. Anyway, I'll do some research about that FNVEdit stuff Nimbos mentioned :D

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I just did it using FNVedit. The process is a little complicated, but it's doable.

 

-First, load just FalloutNV.esm into the program and then deep copy override the worldspace in question into a new file.

 

-Once it's finished, took me only 3 seconds, go into the header and delete the new file's masters so it is empty. Save it and close the program.

 

-Reopen the program and only load the new file you created. It will not load FalloutNV.esm if you did the previous steps right.

 

-Right click on the file and select renumber formIDs. You MUST use a hex number of 20000 or higher in the message box that comes up, or else the following steps will not work.

 

-Once it's renumbered them, including updating records that reference each other, go into the file's header and add FalloutNV.esm as it's master again. Save and exit.

 

-Reopen the new file, this time it'll load the master file, and inject all of the records into the master file. Ignore that, we'll be fixing that next.

 

-Right click on the file and go to Apply Script. Find and run the Change load order of FromID. Type in 01 into the message box and it'll renumber them again so they are not injected into the master file.

 

-Save and load into the GECK. It'll work as normal.

 

Some issues: Doors in the worldspace that are linked to other doors in cells or worldspaces will still be linked to those doors, but they won't be linked back into the new worldspace. Because FNVEdit didn't remove the editorIDs, the GECK will sling out Duplicate ID errors. And of course, this comes from the normal pitfalls of duplicating cells in the GECK.

 

If you want to remove EditorIDs in mass, just make a new script in FNVEdit and use this:

 

unit UserScript;

var
DeletedCount: integer;
Sig: string;

function Process(e: IInterface): integer;

begin
Result := 0;
Sig := Signature(e);

RemoveElement(e, 'EDID');

Inc(DeletedCount);
end;

end.

Edited by Kuroitsune
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