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The geck is deleting my items


thatguy10

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I guess all this means is, you aren't crazy, the same thing happens for me in a clean environment. But I'm afraid I don't have any actual solution. There are at most six of these such parts, maybe less. What happens if you use these parts in another small standalone mod? If you still get the messages then the parts are broken. Are there other variants you could use?

 

There were some other models(weapon models) that I converted to static objects for my weapons wall and I got the error messages with them. The problem happens randomly and thus is most likely linked to the .nif's themselves. Right now I don't have the time to test these problematic models in standalone mods, but it is definitely worth a shot. As for using variants, the answer is no as I must use these models. (Especially for the weapon wall)

 

I've found that sometimes the Record headers get duplicated that will lead to things being deleted, I've mostly seen it when duplicating a cell, saving, then reopening the mod, the cell would remain, but anything inside the cell would be removed. I've found that if after saving the first time, and loading the mod in FNV Edit, it will merge the duplicated headers and everything will work the way it should.

I have yet to experience that problem with duplicating cell, mainly because I duplicate cells and delete everything inside, including navmesh. I could see about replicating your situation in FNV Edit as well. I've use the program before, because the GECK duplicated exterior worldspace cells and removed their parent worldspace, thus corrupting my mod. I had to manually delete them in FNV Edit. I'll see if it comes in handy again when I'm working on the next update for my mod.

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  • 1 month later...

for the missing walls, floor etc in geck, go to your geck settings in :\My Documents\My Games\FalloutNV open GECKcustom.ini and look for bUseMultibounds=1 and change 1 to 0

A large amount of statics will disappear after adding rooms and portals, and restarting the GECK. The solution above will fix it. ;D

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for the missing walls, floor etc in geck, go to your geck settings in :\My Documents\My Games\FalloutNV open GECKcustom.ini and look for bUseMultibounds=1 and change 1 to 0

A large amount of statics will disappear after adding rooms and portals, and restarting the GECK. The solution above will fix it. ;D

 

That does not delete them, it simply causes a rendering failure. The objects will still be there, you simply cant see them. Unfortunately, that would not solve the problems in this thread. I have to turn the multibounds on and off quite a bit as I have some places that use them, so it definately doesnt delete the items, that bug only causes rendering problems.

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I have pointed to this thread at bethsoft.com but there are some updates there. It appears to be a geck bug in writing new item types such as weapon mods or casino chips, and you can fix the broken file using TESnip (but not FNVedit).

 

Thanks for the link. That sounds really similar, although I think it happened some before I added any new vegas specific item. Im actually pretty certain when it had the big mass world spaces deletes and such were from before adding new vegas specifc items. I did however add new static meshes, so it seems more like a problem with any new item, not just new vegas specific. However its not been a problem with any other mods I have been working on which add both new items and specifically new vegas ones like item mods.

 

What I eventually did to fix it that might be a little faster than using fnv edit(though wont always be applicable) is any new references I made before closing and saving the geck. All the new statics, item mods, weapons etc, I went ahead and made atleast a placeholder for them, if didnt go ahead and attach a mesh or anything like that. I then converted that to an esm file and edit and place the items from the esp and have had no issues since with items being deleted. Now I have to add new items I have to back up the good esm, change it to an esp, add the items, change it back to an esm, and then make sure it didnt get messed up in the process. Luckily I only had to do that once, and I would have had to make an esm out of the mod eventually anyways because it had navmeshing and other things in it that work a lot better as an esm.

 

Maybe we will get lucky and their will be a patch for the geck. Until then I just recomend everyone who adds new items physically backing up their saves everyso often(as in copying and pasting the file somewhere else as the gecks actual backup normally didnt work for me). Also open and close the geck every now and then to make it reload the files, as I was backing some up but without closing the geck and reopening the file in between to make sure it was ok and when ever one save was corrupt normally trhe 7 or 8 backup saves before it were corrupt as well since I didnt check them and never closed the geck out.

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Please forgive me for asking, but is your copy of FNV a legal copy or a hack? Since GECK interacts with the BSA's it could be recognizing them as hacks.

 

Otherwise your copy of GECK itself has been corrupted. Erase it and it's configuration files in the "My Games\Fallout NV" folder of "My Documents" and re-install.

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