SGTbayk47 Posted May 20, 2015 Share Posted May 20, 2015 Hi all, I've ran into a *major* problem whilst making a mod, and I really need some advice. The problem is that the GECK crashes *every* time I try to save my plugin. I've also noticed that after every crash, a new file appears in my data folder, a '.tes' file with the same name as my '.esp' file. That's all I know about the problem thus far, but hopefully it helps someone find a solution. Thanks, Bayk. PS: If this issue has been resolved in another thread somewhere, a link to it would be appreciated, as I can't find any solutions for the problem anywhere. Link to comment Share on other sites More sharing options...
madmongo Posted May 20, 2015 Share Posted May 20, 2015 What exactly are you doing in the GECK? I've had the .tes file problem. I'm running the GECK powerup, so I don't know if that makes a difference, but I get an error on save, with an error popup, but not a GECK crash. It's fairly rare though, definitely not every time. The way out of it (for me) is to delete the .tes file and then try the save again. If you are creating a new worldspace and you don't raise the entire landscape above some level (I don't remember exactly the height level needed) then the GECK will crash when you save, every single time. What I do when creating a new heightmap is set the randomizer to produce an almost flat terrain with an offset of 6000. Then I save that. After that, then I go in and edit the heightmap to create mountains, dig out rivers and lakes, add noise to make it look realistic, etc. It still crashes on occasion, but definitely not every time. I'm not aware of anything other than the heightmap bug that will crash the GECK consistently as you describe. Link to comment Share on other sites More sharing options...
SGTbayk47 Posted May 20, 2015 Author Share Posted May 20, 2015 Well, I am editing an existing worldspace from the Dry Canyon mod, but I haven't edited the landscape or height map in any way. All I have done to the mod so far is rename assets, the worldspace and set up the new file paths for the models and textures. But no actual changes have been made in the landscape or height map editor, in fact, I haven't even moved any static objects around in the render window yet. Oh, and I am also running GECK power-up, if that makes a difference. Link to comment Share on other sites More sharing options...
SKYZOO Posted May 20, 2015 Share Posted May 20, 2015 (edited) I have this problem every so often. My only fix (personally) is: 1. Delete the .TES file (which you will usually see is considerably smaller than the .esp you are working on) 2. Open the .ESP file in FNVEdit. 3. Once opened, 'check for errors' (usually there is an error or two in the mod, where there wasn't before the problem when saving) 4. Manually remove the error in FNVEdit, and save. 5. Load the .ESP plug-in in Geck and save. (sometimes the .esp won't even load without crashing until you remove the erroneous detail) 6.Make sure that save is a .ESP file and not a .TES file this time. You should be safe to work on it again, even if you have to back track a little ways instead of starting over. Geck also makes back-up files for Geck plug-ins in your data/backup folder, so you can always resort to that if this or other methods don't prevail. I don't know why this happens, but it can be as simple as renaming a couch to a unique ID name with the in-game name 'sofa', and kerblewy the whole Geck fries it's brain upon saving or attempting to reload. This is just my experience and what I've done 10+ times to fix the problem. Always make manual back-ups before trying anything, and good luck. Edited May 20, 2015 by SKYZOO Link to comment Share on other sites More sharing options...
SGTbayk47 Posted May 21, 2015 Author Share Posted May 21, 2015 (edited) Hi, Thanks for the reply, however no errors are actually showing up in FNVEdit, so I still get a crash on save and a '.tes' file every time. This is odd because I can save when I load other '.esp's, and it is only my '.esp' that is causing the crash. EDIT: I loaded up a backup, before the 'crash on save' occurred. This fixed the issue, until I figured out what caused the 'crash on save' to occur. As I said, I loaded up the backup, and I could save no problem. As I continued on the mod, I scrolled around in the render window and when a cell loaded the GECK crashed. At first I dismissed this as a regular crash, so I started up the GECK again. It was here that I realized loading the cell (I don't know which one exactly) is the cause of the 'crash on save' error. So after this happened again, I retried your method, but once again FNVEdit reported no errors, even though I'm fairly certain I have found a corrupted cell. Edited May 21, 2015 by SGTbayk47 Link to comment Share on other sites More sharing options...
SKYZOO Posted May 21, 2015 Share Posted May 21, 2015 Sorry that didn't work with that method, I usually render an error related to the cell / item / asset etc. that is the problem in question. I guess without a red flag popping up indicating something, I wouldn't know how to find the root of it. Do your best to dwindle down good and bad cells in the radius of the corrupted one, carefully marking which is good until you hit the corrupted one. This might help, if the Geck even lets you see the cell #'s before going wonky on you. Other than that I'm not of much more help in the area, and I've spent more hours than I care to say trying to find tutorials to similar problems with little luck. Hopefully another modder on here has an alternative solution...I'd hate to find myself stuck as such, and starting over makes you really want to question if it's worth it. Wish you the best of luck, though. Goodday. Link to comment Share on other sites More sharing options...
SGTbayk47 Posted May 22, 2015 Author Share Posted May 22, 2015 (edited) Well, thanks anyway for the help so far. Guess I'm just gonna need to find the corrupted cell(s) and go from there. Thanks again, Bayk. EDIT: I've fixed it! :D Just found out that a static object caused the issue, and it was as simple as removing it in FNVEdit. So the mod is back on! Edited May 23, 2015 by SGTbayk47 Link to comment Share on other sites More sharing options...
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