CommodoreBlitz Posted April 24, 2011 Share Posted April 24, 2011 A mod I am working on I stopped working on it for a while, and now have made some changes like adding some more npcs, and some structures. I save the mod(its listed as the active file). but when I go to test it in game the recent changes I make are not in game. It still looks like the version of the mod before I started back working on it. I've looked in the file dir, there is only one version/copy of the file and it has the current date as last time it was used. So I have no idea whats going on. Link to comment Share on other sites More sharing options...
angelwraith Posted April 24, 2011 Share Posted April 24, 2011 maybe geck is saving to a directory other that data..although if you have the file set as the active file i dont see how that would be possible as it would have required its masters to load properly. is there write protection on the file somehow? try saving your mod as a new name. does the new name file show up in the data folder? if you use it does it have the changes you've made? Link to comment Share on other sites More sharing options...
viking99 Posted April 24, 2011 Share Posted April 24, 2011 do you have a save prior to using your mod or at least prior to loading that specifik cell? sometimes the game doesn't update well so always keep separate saves from different stages in your mod.. Link to comment Share on other sites More sharing options...
davidlallen Posted April 25, 2011 Share Posted April 25, 2011 Without specifics of what types of changes are the problem, it is hard to say for sure. If the main problem is NPC inventories not updating, then the suggestion by viking99 is the right one. You should always create a save game *without* your mod active at all, ideally with no mods loaded at all, and use that to test with. If you have a save game with your mod loaded, and then you change your mod, the results are highly unpredictable. One specific example is if you save after you have met an NPC in your mod, then you change the NPC's inventory, then you load the save. The new inventory will definitely not show up because the game keeps the inventory from the loaded game. Link to comment Share on other sites More sharing options...
killstorm37 Posted April 26, 2011 Share Posted April 26, 2011 I had this same problem, but however i dont know if what i did to fix it will work for you. If you have windows 7 or vista try running the Geck as administrator (right click on it and choose it). this will make its files have a higer priority than the old verion, so it will override it. also if you have your game in the standard programs folder you will have a hell of a time getting anythign to work like you want. try saving files to a differint location than the newvegas folder and move them into it when you finish. No idea why all of this worked for me, sorry if it dosent work for you man, good luck Link to comment Share on other sites More sharing options...
rowtjack07 Posted April 26, 2011 Share Posted April 26, 2011 This worked for me, just go into the fallout new vegas data folder, locate you file, then right click, proparties, security, edit, then under uses tick all boxes, apply. This will allow you to edit the file. Link to comment Share on other sites More sharing options...
CommodoreBlitz Posted April 28, 2011 Author Share Posted April 28, 2011 well, I'm using windows xp 64-bit. And the changes that arn't showing up are some walls and 3 NPC I created. I also made a bridge. None of theses things show up in game, just the things I did before I reinstalled the game/Geck. I am creating an Exterior location on the main NV Map. In the Geck I can see all the changes I made and all the things I have done like create Factions for the NPCs etc. are in the geck. But when I load the game and Mod None of the new walls and only the 2 NPC that were there before theses new changes (after I reinstalled the game/Geck) are there. When I test it in game I use a "test: player" I made/saved at the point were the game starts and he just leaves the Docs house, and then I use a Door to telaport to the Location of my mod.(that's just for quick testing as this Tester PC is only lvl 1/2 and would never make it to the Location by Foot. If it worked there should be 5 NPC in the area and the Walls and Bridge I made. Link to comment Share on other sites More sharing options...
CommodoreBlitz Posted April 29, 2011 Author Share Posted April 29, 2011 I figured it out, Fomm was looking in the wrong dir, which was my old FNV dir before I reinstalled. I reinstalled Fomm and my changes now appear in game. Link to comment Share on other sites More sharing options...
angelwraith Posted April 29, 2011 Share Posted April 29, 2011 I figured it out, Fomm was looking in the wrong dir, which was my old FNV dir before I reinstalled. I reinstalled Fomm and my changes now appear in game. heh sorry guess i could have said check all directories rather than just gecks.. my bad. happy to hear you got it all figured out. Link to comment Share on other sites More sharing options...
CommodoreBlitz Posted May 1, 2011 Author Share Posted May 1, 2011 ok, sorta a new problem its with the inv of the npc...When I first make them they seem fine armor/weapon shows up in game. but if say another time I come back to the Geck and change there armor it does show in the Geck but only when I click on the npc in the view window, when I select something else in the view window the armor switches back to the old armor and when I test it in the game they still have the old armor. Now I've deleted the old armor from there inv but the same thing happens.... Link to comment Share on other sites More sharing options...
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