syizm Posted February 26, 2010 Share Posted February 26, 2010 Hello, I'm getting ready to release a "beta" version of my first modification. It's a rather large weapons, armor and clothing mod that doesn't directly interfere with the vanilla game, or any other mod, and that will be fully integrated in to the game in a unique and balanced way. I created a "test lab" area that I was using for testing, but then I later added a "test locker" with all of the new armor and weapons to the cell "MegatonEntrance" in the "MegatonWorld" space so I could just test all of the weapons and armor in Megaton. Now I get a few errors when I save or exit the G.E.C.K. So my question is, is there a way I can restore "MegatonEntrance" or "MegatonWorld" back to the vanilla FO3 default using an option in the GECK? (ie I don't want that area to be modified at all) Link to comment Share on other sites More sharing options...
syizm Posted February 26, 2010 Author Share Posted February 26, 2010 Anyone? I just want to remove any modifications to the area that have been made... just deleting the locker still leaves changes. Link to comment Share on other sites More sharing options...
Brianide Posted February 27, 2010 Share Posted February 27, 2010 You can open the ESP in FO3Edit and remove the MegatonWorld branch from the Worldspace tree (or, if you're not modifying any other worldspaces, you can just remove the whole Worldspace tree). I'm not aware of a way to do it from in GECK, but the FO3Edit method is no less effective. Link to comment Share on other sites More sharing options...
syizm Posted February 27, 2010 Author Share Posted February 27, 2010 Brianide, Thanks for the tip. I haven't downloaded FO3Edit yet, but I guess now's the time. With the method you posted, it will still allow users of the mod to go to an unaltered, default Megaton? r/ Link to comment Share on other sites More sharing options...
Brianide Posted February 27, 2010 Share Posted February 27, 2010 Brianide, Thanks for the tip. I haven't downloaded FO3Edit yet, but I guess now's the time. With the method you posted, it will still allow users of the mod to go to an unaltered, default Megaton?Yes, you're just removing the references to it from your mod. And you'll learn to love FO3Edit, trust me. Link to comment Share on other sites More sharing options...
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