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Objects disappearing in GECK after saving?


ahztek666

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The issue i have is only for custom made content. I get it for just about everything that i create "new". i created a totally new display case, that disappeared. i created additional weapon mods and they disappeared. i created additional weapons, they too disappeared. However everything that is vanilla, sticks around... even if it is edited (ie changing a weapon model from vanilla to something custom), it stays around. only when the entry is completely new do i have a problem. you will see in my huge error message that, like thatguy10, the reference is still there, but the physical instance of the item gets removed. I need to find out how to give the reference some kind of a link with the physical world...

 

Yes like you its only custom content, but since the reference is still there(and in some cases fnv edit still stays the item is placed and lists the location it is placed in) I can re-add it to the render window without change a thing and then sometime it will work and never give me a problem. The only time is has effect vanilla items is sometimes if i add anything to a vannilla cell the cell will disapear(coc to the cell will cause a ctd) adn the cell will be switched from listing a location such as (x ,y ) to "interior" (almost all the cells im working with are exterior). The other time it will effect vanilla objects it twice the file got so corrupted that all the sudden most of the exterior cells had about 90 percent of the items deleted. If I coc to the cell, there wouldnt be any ground(not always even the lod ground) there would just be a rock and maybe a tree or two and I would fall down to the water line.

 

I did notice a couple different errors in fnv edit, which if aztec has them as well that might be a clue to something. in areas with the missing items errors it would often time say something along the lines of warning comparing and sorting error (dont remeber the exact phrase) and for those world spaces if you clicked on hide non-conflict rows it would show differences between the vanilla and new cell but reading them they looked identical. not really familar with fnvedit so im not sure if I missing something.

 

And incase it wasnt mentioned before, (I know it came up in a post I put up where several other people had the same issue) that it doesnt matter the type of items, even static items, created with vanilla ingame moveable statics meshes were having the problem, and even once with a static mesh i simply created a new version of and renamed it to see if anythign would happen to it( i did this to 10 or so to see if it would happen)

 

edit: I think it might be similar to something like the facegen issue in the geck, where all the vanilla content works fine because when facegen was run with obsidoens creation tools it worked fine. but the geck in its current state is unable of updating the face gen properly so you have to use fnv edit to do so. there might be somekind of finalize location refernce function somewhere in fnvedit or something maybe. but really it just seems like when the items are placed and you click save, the geck saves the item reference but skips over some of the data regarding items actually being placed and location.

Edited by thatguy10
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Can you please upload a esp file in which this is happening.

 

Trying to recreate it in a small mod so I can. The mod that I have been working on that seems to have the issue is rather large(which might be part of the issue, if an esp has some form of size limit or reference limit.) and there are a number of intentionally (at this point) unused references in it as well as those that are unused because they have been deleted by the issue. Plus its a collab so I dont really have full say of wether it can be posted yet anyways.

 

But so far I cant seem to recreate it, I have mainly been making as many new items out of vannilla meshes as I can(since that was happening in the other version and wouldnt me to post any extra resources than a esp.) Its also doesnt seem to be an issue with any other mod I made but Im kinda paranoid of even opening them to work on them at this point because I dont want them to end up in the state this one is in.

 

If I can get the issue in this test mod ill definately post it, Im going to try a few different things with it and see if I can get it to happen again. Then again if I can recreate it intentionally Ill probably know what the problem is. Either way I'll post what I can or if I can figure out whats wrong if I can.

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When i finish creating my mod and release it to the public, then you can download it in its entirety and that way you can check out certain things (and while youre at it, hopefully get some sort of enjoyment :)). I dont have access to any sort of uploading site so uploading it here is the only option. Ill let you know when its done.
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When i finish creating my mod and release it to the public, then you can download it in its entirety and that way you can check out certain things (and while youre at it, hopefully get some sort of enjoyment :)). I dont have access to any sort of uploading site so uploading it here is the only option. Ill let you know when its done.

 

I can understand you still wanting to wait to upload, but just incase, you could try mediafire.com. you won't need and account or anything, it just has a big green button on the homepage that says to upload files without an account, so you can upload them and then give people the link to the download.

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I think we have agreed that the solution is to bring up the mod in fnvedit or similar, and the duplicate records will be merged. In a related/duplicate thread at bethsoft, another poster believes he has found out how the duplicate records get created.

That's some very strange stuff that Bethesda needs to fix. This explains why one time in my mod an exterior worldspace cell got duplicated after editing it. This cell duplication corrupted my mod and had to delete the duplicated cell in FNVEdit. I wouldn't be surprised if other types of data in mods get duplicated by the unstable GECK. I guess I need to make a habit of checking my mods in FNVEdit whenever I edit them, no matter what the change was.

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I think I have the same error and have tried the above methods but to no avail.

A small Synopsis.

I load the GECK. then load up BNB Armor.esp (it in turn loads FalloutNV.esm)...all is well.

I open GSDocMitchelLHouse in Cell View/render Window...all is well.

In Object Window I find vLootBNB, this is a container form the Bouncing natural breasts plugin that has a bunch of clothing. I drag it into doc M's house. and place it...all is well.

I click save Give my esp it's own name. Load FOMM make sure BNB is checked and my Plugin is coming after all the other (it's last)...all is well.

Walk into doc M;s house and No chest...all is not well.

I load FalloutNV, BNB Armor and my esp in FNVedit. open up the Cell branch on my esp. And have this error:

[REFR:02000ADD] (places [01001F1D] <Error: Could not be resolved> in GRUP Cell Temporary Children of GSDocMitchellHouse "Doc Mitchell's House" [CELL:00103DF9])

 

Is there a step, other than letting FNVedit merge headers I am missing??

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