davidlallen Posted May 14, 2011 Share Posted May 14, 2011 Well, zip/attach your mod to a post, and I can try to see if I see anything. Both of you have run other people's mods so it cannot be something simple like failing to check the checkbox in the data files window of the launcher. I have used geck to make a tiny mod myself, which only moves the gurney in Doc Mitchell's house. It is attached to this post. If you start a new game, it should be immediately obvious whether the mod is working; the gurney is normally right behind Doc, but I have moved it so it is over by the Vig-O-Matic tester thingie on the right. If this works for you, and your own mod of that does not work for you, then I am quite mystified. Link to comment Share on other sites More sharing options...
CloudStrife5671 Posted May 14, 2011 Share Posted May 14, 2011 I thank you for the time and effort you spent making that. However, it didn't work for me either. And the reason I say other mods work is because I installed this mod, and I get the required prompt about the radios as soon as I load into a game. Attatched is the file that I made to move the table, and I can upload screenshots of my FOMM and anything else you want, in case I may be doing something ridiculously stupid. Link to comment Share on other sites More sharing options...
davidlallen Posted May 14, 2011 Share Posted May 14, 2011 When I load your table mod (and no other mods) I see the gurney in the right foreground. So your mod works for me. Are you sure that you don't have any other mods active or any files changed from vanilla? For this simple mod, we don't need archive invalidation; what happens when you turn off archive invalidation? When you activate your mod, are there any different steps you take, compared to when you activate the companions mod you linked? Are both your geck and your game updated to the current steam version, 1.3? Link to comment Share on other sites More sharing options...
CloudStrife5671 Posted May 15, 2011 Share Posted May 15, 2011 So......I may have just had the worlds largest facepalm. I was running NV ver 1.2 and Geck 1.3. Guess what wasn't compatible. Sigh. Thank you for your generous time and help. Grimp, I hope that this is your problem as well. Sigh. Link to comment Share on other sites More sharing options...
grimpman Posted May 28, 2011 Author Share Posted May 28, 2011 Not to completely hijack this mod, but in case it comes to help either of us. I tried creating a simple mod that moves the operating table in Doc Mitchell's room in Goodsprings (the one you start in). It shows up fine in the GECK, but when I load a game / make a new game, nothing has changed in his room. I sent the mod to a friend, and he can't get it to work either, despite having success with other mods. There has to be some stupid config thing that I'm missing, though I am almost at the point of tears. ROAR DON'T HIJACK MY THREAD! Lol I'm jk. I actually SOLVED this! You need to uninstall FONV completely, uninstall .Net Framework, uninstall C++ thing, restart your computer, Reinstall everything all over again. Install the C++ thing that comes with the NV install. Link to comment Share on other sites More sharing options...
Recommended Posts