llamaRCA Posted December 7, 2010 Share Posted December 7, 2010 If you don't have this I'd recommend you DL it and read through it. FNVEdit Training Manual Link to comment Share on other sites More sharing options...
davidlallen Posted December 7, 2010 Author Share Posted December 7, 2010 If you don't have this I'd recommend you DL it and read through it.Thanks, in my OP I mentioned that I had used the procedures from this manual. It is likely that "somehow", I could use fnvedit to find my problem. But I would like more assistance to find out how. Link to comment Share on other sites More sharing options...
davidlallen Posted December 8, 2010 Author Share Posted December 8, 2010 Edit: in fact the problem appears a little bigger. I seem to have deleted the entire interior of Field's Shack. I intended to make a copy of it, and you can see the copy in dwrshackint. So now I have two questions; how can I detect this accidental deletion in fnvedit? And how can I put the field's shack interior back? It's there in the original game so I want to get rid of the part of the mod, which says to delete it. Using FNVEdit a little more, I can now see where the change has happened. I have renamed slabandonedshack03 to dwrshackint, and then customized dwrshackint. Obviously this was the wrong thing to do. (Did I mention this is my first oblivion/FO mod?) But I still cannot figure out how to fix it in fnvedit. I can delete the dwrshackint record and the changed door record, which destroys my customized version. Then the game will see only the original version and Field's Shack will work fine. But my new room will be gone. How do I copy the good record to a new record, so I can put back the original record? I do not quite see how to do this. Link to comment Share on other sites More sharing options...
rickerhk Posted December 8, 2010 Share Posted December 8, 2010 This worked for me, though I didn't have time to test in-game: Make a backup Geck - Cell View - DWRShackINT - right click - duplicate. Leave it with DWRShackINTCOPY0000 as the namesave - exit Geck FNVEdit - Expand cell on the left, highlight 'block3' (is the original vanilla) Right-click, 'remove'. close, save Geck - Cell View - highlight DWRShackINTCOPY0000. Hit F2, remove the COPY0000 part so it says DWRShackINT. Save, close. FNVEdit - Hightlight your mod - right click, check for errors - there should just be the one that was there before, about a missing key. Close. Geck - open every script that references DWRShackINT and just re-save them to recompile - including result scripts in dialog -because the cell has a new formID. Load your game without the mod to clean the save. Make a full save. exit. Load the game with your mod and test. I think it's recommended that you delete the navmesh on a duplicated cell and redo it - on the Geck navmesh tutorial it tells you how. I haven't done any of that yet. There's a special way to delete it, though. Link to comment Share on other sites More sharing options...
davidlallen Posted December 8, 2010 Author Share Posted December 8, 2010 (edited) Awesome!! Thanks, I will try it in a few hours. Geck - open every script that references DWRShackINT and just re-save them to recompile - including result scripts in dialog -because the cell has a new formID. This is a pain, and I wouldn't have thought of this. Suppose there are many places where this object is used by name in scripts. Suppose I search a couple of them and recompile, but I lose my place and I miss one of the scripts. Is there any way to tell which ones are pointing to the wrong form object? Both the recompiled ones, and the ones I missed to recompile, will show as using the same object. But the ones I missed are "stale". I assume that means that the related scripts won't actually work and won't give any error either. There is a button "recompile all", but I have read that this is a big no-no. Apparently it makes a huge increase in the size of the mod because all the compiled scripts, even the ones from the base game which I haven't modified, now take up space in the mod file. Is that correct? There must be some way to catch-up all these references. Edited December 8, 2010 by davidlallen Link to comment Share on other sites More sharing options...
davidlallen Posted December 9, 2010 Author Share Posted December 9, 2010 This worked, sort of, but there was a bad side effect. I have an item in my room DWRShack which has a reference ID, say DWRMainframe1. This reference ID is used in some distant script. I copy the room as in your step 1. Now the copy of this item can't use the same reference ID, so the copy has no reference ID. Now I follow the other steps and delete the record "covering" slabandonedshack03. The good news is, now I can enter both shacks. I had to relink the teleport doors, but that is fine. So that part is fixed. But now, the scripts which refer to the item DWRMainframe1 are silently broken. Note there is no reference to the room that I copied, it is a reference to an item inside the room. I recompiled all the scripts I could find which referred to the room, but my quest was mysteriously broken. There was no error either in-game or in GECK. After some time I noticed that the item no longer had a name. So I re-entered the name, and then recompiled the scripts I could think of which referred to that name. Now everything is working. I find it almost criminal that GECK doesn't give any error messages for broken scripts. I am a professional programmer and I understand about release crunch, but this makes GECK practically unusable. Worse, it does stuff, but gives no indication that what you are doing isn't actually working. </rant> Thanks for your help, my problem is solved, and I know more about GECK / FNVedit than I did before. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 9, 2010 Share Posted December 9, 2010 Geck powerup fixes the script error message thing (and let's you turn off spellcheck thank Mighty Thor). Link to comment Share on other sites More sharing options...
davidlallen Posted December 9, 2010 Author Share Posted December 9, 2010 Geck powerup fixes the script error message thing (and let's you turn off spellcheck thank Mighty Thor).Spellcheck is easy, copy the lex directory from fo3. I am suspicious of powerup, because it appears to patch the running executable in memory. That is the way viruses work. (I am not saying powerup is a virus, just that it seems a very odd way to make a patch.) Is there any simple update to geck itself which fixes this? Link to comment Share on other sites More sharing options...
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