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G.E.C.K multiple parent master save problem


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now, you need to build all your new mods "assets" it needs in order for it to function as intended.

 

this is really easy now, thanks to those kind Gentlemen that built xedits functions. with out that asset manger? things get pretty bad.

 

and they all think I don't care...LOL. nope, I care about the user base and the code.

 

when we are finished here and you see all that data load up in game ? you are gong to be amazed...hey..you did it all by your self.

 

no more silver spoons.

I'll explain this later "spoons"

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if you decide to check this new mod before anything else, you should end up with the following data seen on the right side of xedit.

 

[00:01] ColBoxLunch "Boxed Lunch" [ALCH:0604F5B8]
[00:01] ALCH \ ENIT - Effect Data \ Sound - Consume -> Found a NULL reference, expected: SOUN
[00:02] All Done!

 

believe this when I tell you, that was what caused your issue and now the geck will load this. as a master file, you find out there are onam records being deposited from the food merge. harmless.

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How did you get those files into KittyBlacksTUT.esp?

 

This might be my last post for tonight, but I'll be on all day tomorrow to get this done since I don't have work this week. Thanks for all your help so far!

post Number 39

 

http://s26.postimg.org/y61pc4i2x/004.jpg

Edited by Purr4me
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theres bit more but I will wait for you tomorrow.

http://s26.postimg.org/r43rpxeh5/Sucked_in_example.jpg

Next steps:

http://s26.postimg.org/wi2jxh47d/next_step.jpg

http://s26.postimg.org/4goijryx5/next_step_2.jpg

http://s26.postimg.org/l6zw93xc9/next_step_3.jpg

http://s26.postimg.org/c0hllts3t/Next_step_4.jpg

http://s26.postimg.org/xbf5q3a89/next_step_4_1.jpg

http://s26.postimg.org/7g0h40eq1/verifying_Build.jpg

http://s26.postimg.org/wajyy2zk9/prep_for_master.jpg

Kitty Black

Edited by Purr4me
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just so YOU know what can be done with fallout 3 ? click the link in my signature, if you don't or cant I can post the image for you.

http://staticdelivery.nexusmods.com/images/120/2974656-1419101705.jpg

-------------------------------------

ok, here we finalise the new mod and it's almost finished, you follow on screen shot directions.

hard save the mod and exit.

http://s26.postimg.org/xe43a1k7d/setting_the_mod.jpg

 

Kitty

Edited by Purr4me
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the results are perfect placements of all the objects into the world space and include accompanying nav meshes for Just those objects, it allows interactive player usages. This includes the needed ofset data required for mastering the mod..."changing it's format.

 

each step is a single and different "edit" and always in a building cycle, not a removing cycle, nothing here done strips out anything, it adds data, data we need to be there.

 

next..if you want to inspect these results ? use xedit, notice there will be no cell entries for opposite to parent bottle necks. supper clean results.

 

now the "esm" format.........knowing from looking over your own work will immediately stand out just how different things can get.

 

last stage........

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ok, I see the problem, those mods are installed directly into the game, that means all assets are there too..no, you can't use this methodology in this way if any data at all gets overwritten.

 

but to answer you double click on the plugins directly click tab esp's and use arrow keys / buttons.

 

uninstall both mods how ever you installed and please use mo's installer to install....this "Isolates all data"

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