eLucifer Posted August 24, 2010 Share Posted August 24, 2010 I turned an interior from the DC Interiors Project mod(awesome mod by the way, I totally recommend it) into a player house. Everything went perfect until I decided to rename the door. I was able to do it, and when I started the game and looked at the door the name was there. I saved the game inside the room and exited. Next day I started the game and looked at the save file, and the interior's name was the name I gave it, so I thought it worked perfectly. But when I got out of that interior and looked back at the door, the name was its old name, not the one I gave it. I got into the room again and saved there, and the save file showed the room's old name. What do you think is causing this problem? Here's the player house in case you want to see for yourself, it's actually a pretty cool place:http://www.fallout3nexus.com/downloads/file.php?id=14167 And the mod you need to access the house:http://www.fallout3nexus.com/downloads/file.php?id=5573 Thanks for the help. :) Edit: My load order: Abbreviated Effects.esmFallout3.esmFO3FPS.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmDCInteriors_ComboEdition.esmAER10V2 Laser Rifle.espAfrosNukaCola.espAlbino.espAmbassador.espFastTravelIndoors.espfawkesmask.espFeng Shui - Keymap Template.espFeng Shui.espFEV_Subjects.espFleshBurningPlasma.espGhoul Scent.espgunnars2's weapons.espHamadaRadioStation.espIPip.espJHBWorkbenchRepairs.espKabr_CompanionRehiring.espKaza's NorthwestSeneca.espL'Enfant Plaza Player House.espLessRocks.espLittleFirstPersonMesmetron.espmanageablereavers.espMore Merchant Caps.espmoremp3radio.espMovableMilkCrates.espAntStingReplace.espBatteryRifle.espBetterButler.espBetterGamePerformance.espURWL.espWasteWearGloves.espWorking Nuka Cola Clock.espChinese LMG.espPureWater-VeryCleanLittleRad-.espQuest Tag Remover.esprespawn.espRZW_RadioStutterFix.espScopedOlPainless.espSDs Pitt House.espShadySandsShuffle.espShishkebabWithoutGlove.espShoulder Satchel Bag.espSniper's Rifle.espSolarScorcher.espDCInteriors_DLC_Collectables.espDeepEyes.espDogmeat_Wait_Tenpenny.espDoubleShotgunTweak.espDrone Cannon Fix.espEnclaveAPAMKIII.espEnhanced Drone Cannon.espMrSlackPants-DecentPipBoyLight.espMZ_OvercoatFix.espNo Ammo Backpacks - Broken Steel.espNoBackpackOnTeslaArmor.espNoWeaponArmorDegrade.espoutcast_comp.espPip-Boy Remover.espPlayer Speed Mod.espPoint Lookout Lower Health.espBlackWolf Backpack.espBoomHeadshot.espBossMonsterAddonV3.espBlackWolf Backpack - Vanilla Big Guns Fix.espBlackWolf Backpack - Anchorage Gauss Rifle Fix.espBlackWolf Backpack - Blank's Container Patch.espBlackWolf Backpack - Zeta Drone Cannon Fix.espChineseStealthArmorFixed.espChineseWinter.espCity-Killer-english.espClutterFreeWorld.espCommonwealth Plasma Rifle.espT3T_MiscItemIcons.espTankless Flamer.espTenpenny improved.espZL-SVD.espZumbs' Wearable Cigarettes, Cheroots and Cigars.esp Edit 2: The name's still the one I gave in the Geck, but the game still shows its old name. And although none of the containers are set to respawn in Geck, some of them still do in the game. Why are some of the changes made in the Geck don't show up in the game? PS: When I start Geck, I choose DC Interiors as the master file and don't tick Fallout 3 at all, could that be the problem that causes some of the changes to not appear in the game? Link to comment Share on other sites More sharing options...
sinchiruna Posted August 24, 2010 Share Posted August 24, 2010 thats a lot of stuff.. but i don't think any of that is the issue. though i don't use dc interiors.. i would assume it uses fallout3.esm and automatically gets loaded by the geck. without seeing your mod to 'see'.. i have a couple questions. when taking something from a .esm... the need for it (.esm) is added to the plugin... i.e. yourplugin.esp now needs dcinterior.esm or whatever... so.. are you sure that the plugin isn't getting overwritten because they share the same scripts or custom meshes/textures? have you tried to make your own doors? i.e... grab one like metalShackDoor .. name its ID myDoor01 or something and see if that works? its hard to point in the right direction with so little information that deals with the issue. i'll keep checking until you respond.. maybe we can hunt it down. Link to comment Share on other sites More sharing options...
eLucifer Posted August 24, 2010 Author Share Posted August 24, 2010 Um, I just CHANGED a room from that .esm. I haven't created anything at all. I just edited the containers and furnitures of an already existing interior. Some containers I used were vanilla, some were directly from DC Interiors. You think the fact that I'm also using vanilla stuff might be the source of the problem? Can a .esp be read from more than one master files? Link to comment Share on other sites More sharing options...
sinchiruna Posted August 25, 2010 Share Posted August 25, 2010 so far as i have done with my mod killaton.. i use a .esm file for that exact reason... nothing can be changed.. but i can change everything with a plugin (.esp). so.. if you loaded dcinterior.esm into the geck... then right away saved it as yourHouse.esp... everything you do in the geck should permanently change the master .esm file if loaded after it fomm. (sure you already know this.. just hashing it out in my mind)... i'm grasping at straws here.. but.. i have learned that when i copy and paste a custom area.. i.e. levelers truck trailer.. and all the sorting safes and lockers.. they are there in the geck.. but not in game. this is because they are linked to the mod it was created from. if you take the things you want to use or need and rename them with unique ID's in yourHouse mod.. the items / doors.. whatever should be there and never move or change.. are you at least to that point? if i have spent all this time typing and you know all this and i still don't understand.. sry edit: spellin' Link to comment Share on other sites More sharing options...
eLucifer Posted August 25, 2010 Author Share Posted August 25, 2010 I don't create new containers, I just choose random ones from the object list. Right now my concerns are not the disappearance of containers though, since all of them show up for now. Now I'm concerned that the containers somehow still respawn although in the GECK it shows they aren't supposed to. And the fact that the room's name is converted to its old state once in the game. Link to comment Share on other sites More sharing options...
chucksteel Posted August 25, 2010 Share Posted August 25, 2010 I don't create new containers, I just choose random ones from the object list. Right now my concerns are not the disappearance of containers though, since all of them show up for now. Now I'm concerned that the containers somehow still respawn although in the GECK it shows they aren't supposed to. And the fact that the room's name is converted to its old state once in the game. Have you tried entering the building with a clean save, sometimes you need to use a clean save to fully see the changes you've made to a cell. For example, when I'm working on a cell, I enter it and, look around for testing. I save inside it because I don't want to have to travel there again but, I know if I add some containers they will all show as empty because they weren't there the first time I entered. Try going back to a save from before you ever entered the building. I know the one you used and, even being in the small entryway may be causing the issue. The respawning containers my also be coming from the fact that when you first entered the cell they were set for respawn. chuck Link to comment Share on other sites More sharing options...
eLucifer Posted August 25, 2010 Author Share Posted August 25, 2010 So I need to restart my game in order to at all use the house? I JUST LOVE FALLOUT 3. Link to comment Share on other sites More sharing options...
Wildride300 Posted August 26, 2010 Share Posted August 26, 2010 Just try this: Use "~" to bring up the console. [Make sure you are in the main menu of the game] Type: "coc YourMapName". Just how you named it. You will get into the map, [sometimes it's better to place a COC Marker] with a fresh character. Link to comment Share on other sites More sharing options...
eLucifer Posted August 26, 2010 Author Share Posted August 26, 2010 I'd do that, but it seems the game does recognize the room's new name, it just overwrites it. Here's why I think this way: Whenever I change something in the room in Geck and enter the game, the new name is displayed. But when I get out of the room and return, the old name is displayed. Link to comment Share on other sites More sharing options...
hikky71 Posted August 27, 2010 Share Posted August 27, 2010 Instead of starting a new character, try:* Save your game outside the building (preferably in a new slot).* Exit the game and disable DCInt and your House mod.* Start Fallout and reload the save. The door should now be boarded up (if not some other mod reactivates DCInt so you will need to identify it and disable it). Save your game and exit (your save should now be clean from DCInt data).* Re-Enable DCInt and your house mod. Then start Fallout and reload the save. Test if you still have the issue. A quick note about containers. Some mods modify the standard containers so they respawn (intentionally and otherwise). If you don't want that to happen to your containers, it's best to use a custom container. It's very easy to make one, just change the Editor ID on the container you want to use. When GECK ask if you want to make a new object, answer Yes. Then use Search & Replace to replace the containers in your house. Link to comment Share on other sites More sharing options...
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