Jump to content

GECK -Loading Project Problem-


Recommended Posts

Hello,

 

I'm New to the GECK and i've some problems with it.

To begin, i've built a basement for my megaton house, after 2 hours of "creation & building", i decided to save it. Then the next day, i did exactly the same thing, Today, i loaded it for a 3rd time and the file that i named "Project" was missing many files, it was like ; there were only a couch, a nuka cola vending machine and some other clutters, but no more walls, no more terminals that i had installed the first day. ***After the first save, i was obligated to create a new save eachtime, i was unable to overwrite it.*** I already saw some posts about separate your master from the esp or something, but i don't understand...

 

So, if you understood what i've just write, Help me. But with understables words. :rolleyes:

Link to comment
Share on other sites

You are missing a very fundamental fact. When you start the Geck, you must highlight you mod and click the "Set As Active File" button such that the text next to your mod changes from "pluggin file" to "Active File". Then Click OK to load your mod. It is only the "Active File" that can be modified. If you don't set this (as you must not have in the past) then you are only loading the fallout.esm, which you cannot modify and the game will force you to enter a new file name for any changes you have made.
Link to comment
Share on other sites

Two ways really. You must load ALL of the mods you want to use resources from into the Geck before you will see them in the object list. Once you do this and then place an object from another mod besides fallout3.esm, your mod will now be dependent on that other mod - that other mod will be a master of your and it must load before yours when playing the game. If you do not want to have this master dependency, you will have to load up the mod with the resources and your mod, then copy the resources by editing them and giving them a new ID and then saving your mod. This will place a copy of the original resource into your mod which you can then use without the original mod being a master. Note however, that this can be a little complex as an object like armor may have other objects attached to it like a script or armor addon and the like. You a would have to make copies of all of these objects and then go back into them and change the links. For example, lets say your have an armor that has a script attached. The original IDs of these two objects was MyArmor and MyArmorScript. When you make a copy your would have to enter a new unique ID like MyArmorNew and MyArmorScriptNew. Easy enough, but your MyArmorNew object would still have a script attached called MyArmorScript, which does not exist in your mod. You would have to then edit the armor and select the MyArmorScriptNew for the armor to work properly. Once you have copied all of the resources, you can save and exit the Geck and then restart the Geck with only your mod - you would no longer need the original mod that you got the resources from as there will now be copies of those resources in your mod that you can then pace into cells.
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...