ccmechanic2 Posted June 22, 2011 Share Posted June 22, 2011 Something to see about the area your mod is affecting, I have only your mod and the falloutNV loaded, Though it be good to share some insight, the shot contains text too. Link to comment Share on other sites More sharing options...
chingola777 Posted June 22, 2011 Author Share Posted June 22, 2011 Something to see about the area your mod is affecting, I have only your mod and the falloutNV loaded, Though it be good to share some insight, the shot contains text too.No I'm confused. I have all dlcs and stuff running, so I found this area that seems empty from major Bethesda mods, so I start mine here, how is it conflicting with others when I am just FO and my mod, is it because when I started I copied and paste? Makes no sense to me how it conflicts???? Still working on area cleanup. Link to comment Share on other sites More sharing options...
ccmechanic2 Posted June 22, 2011 Share Posted June 22, 2011 I bring this up because........Other that may use your mod, mat not have all the DLC's Understand now? When you test some thing you must look at all angles, Mod less is an easy step, every one has to do this, Unless you LOD the file, it is and will be tested ia an un moded game. Testing the other way means raw installed DLC's, Raw because If you changed, fnedit / master updated any mods in your data directory, whether or not they are ticked in the GECK, they still get picked up by the geck, it's data is involved and out of sync with every one else s. If you do nothing to your games files at all when you create your mod, then you have a solid ground to work from. Greater percentage of compatibility is there for your work to work with others stuff regardless if they manage their files or not. The important part is what and how you do it. " No I'm Confused. I have all dlcs and stuff running. " Which is all and a load list of what you actually have installed will help me align the codes here to scrutinize the mod with. Link to comment Share on other sites More sharing options...
chingola777 Posted June 22, 2011 Author Share Posted June 22, 2011 I bring this up because........Other that may use your mod, mat not have all the DLC's Understand now? When you test some thing you must look at all angles, Mod less is an easy step, every one has to do this, Unless you LOD the file, it is and will be tested ia an un moded game. Testing the other way means raw installed DLC's, Raw because If you changed, fnedit / master updated any mods in your data directory, whether or not they are ticked in the GECK, they still get picked up by the geck, it's data is involved and out of sync with every one else s. If you do nothing to your games files at all when you create your mod, then you have a solid ground to work from. Greater percentage of compatibility is there for your work to work with others stuff regardless if they manage their files or not. The important part is what and how you do it. " No I'm Confused. I have all dlcs and stuff running. " Which is all and a load list of what you actually have installed will help me align the codes here to scrutinize the mod with. Link to comment Share on other sites More sharing options...
chingola777 Posted June 22, 2011 Author Share Posted June 22, 2011 When editing my mod all I have is:[X] FalloutNV.esm[X] ZZChingsCamp01.esp When in game playing I have:[X] FalloutNV.esm[X] CaravanPack.esm[X] MercenaryPack.esm[X] ClassicPack.esm[X] DeadMoney.esm[X] TribalPack.esm[X] TAC-SHOP.esm[X] Shojo Race Vegas.esm[X] NosCo Companion System.esm[X] Alice Armor.esm[X] MikotoBeauty.esm[X] ACM NCCS Companion Wheel.esm[X] RRCompanionVault.esm[X] The Roost.esm[X] LargeGoodspringsPlayerHome.esm[X] ACM Fem Fatales of FO3.esm[X] nvberniecompanion.esm[X] EVE-900.esm[X] NCCS Nos' Premade Companions.esm[X] Herculine's Shojo Companions.esm[X] RedRockRanch.esm[X] JaneV3.esm[X] ACMFemFatalesMore.esm[X] GIP_Kirina.esm[X] nccsbrookecompanionnvtype3.esm[X] OutfitsReColorNVMaster.esm[X] ELECTRO-CITY - Highways and Byways.esm[X] ELECTRO-CITY - CompletedWorkorders.esm[X] TAC-SHOP.esp[X] Rikai'sHairPack.esp[X] Yoko'sOutfits.esp[X] Alice Armor.esp[X] NCCS Reinforements.esp[X] badreaper001's Backup.esp[X] badreaper001's Reinforements.esp[X] badreaper001's 1st Recon.esp[X] badreaper001's Boulder City.esp[X] badreaper001's Sloan.esp[X] badreaper001's Westside Coop.esp[X] skeleton_key.esp[X] Easy Unlocking and Easy Hacking and Guaranteed Pick Pocket.esp[X] M82.esp[X] ZZChingsCamp01.esp[X] Smoke's Pwnage.esp[X] MegaContainer.esp[X] CassExMilitary.esp[X] BiggunsTerminal.esp[X] PrivateBunker1.esp[X] SarahConner.esp[X] UHNV.esp[X] brotherhoodweaponstash.esp[X] NVLadyoutfit1.esp[X] Companions Commander.esp[X] Airplane_Fort.esp[X] MikotoBeauty.esp[X] SLA_01_wall.esp[X] SLA_03a_fort.esp[X] RedRockRanch.esp[X] Raul Repairs Everywhere - Free Repair.esp[X] My Goodsprings House.esp[X] NVC_Misty.esp[X] SunnyCompanion.esp[X] badreaper001's Primm.esp[X] badreaper001's Crimson Caravan.esp[X] HFF_beta.esp[X] HcnopNCCSCompanions01.esp[X] Bella.esp[X] NVWillow.esp[X] Companion Module Pack.esp[X] HDTshop.esp[X] TheArmorer.esp[X] BuildableBotsNV.esp[X] RCSS.esp[X] DIM TYPE3clothesRETAIL_NV.esp[X] Radio Free Wasteland.esp[X] iL-Camouflage Ghost Bodysuit.esp[X] TGsArmorCollectionVegas.esp[X] AsharasLightningItems_ForNV.esp Can you clarify this :"If you do nothing to your games files at all when you create your mod" Link to comment Share on other sites More sharing options...
ccmechanic2 Posted June 22, 2011 Share Posted June 22, 2011 Ok to clarify: when you get all your mods installed that you wish to use, What most do and have had to do is order them, make patches, or used the editor to fix things. Once these things have been done, they become Unique to that system and no one else's machine will the code be the same. Also, when making a mod, the GECK uses the load order list's of running game files as well as what you tick off in the GECK. as Long as all those mods are present in the data directory, they have a direct influence over what you make. You can inadvertently add some one else's mods code to your work, Even ported code. This is where most moders run into copy write issues and permission issues. This can not be helped if they are not made aware of how the GECK works. It uses the game engine to load the files, If it uses the game engine, it will pick up any mods code that is in the data directory. Ticked of in the geck or not, ticked off in the game load order or not. Now, If you are ticking off other source mods in the GECK, that's why I can not find the cat walks in your mod on my end. I did not know this, it was assumed you used only the two files in it's production. That is that no other mods reside in the data directory. I hope this is clear to you now. Given this circumstantial situation, the first go around I did for you was based on two layouts, 1 with only 3 mods, fallouNV, your mod, and my A7 for a check sheet. That is what my mod is, a tool, It contains every single collision marker in a default game, and it also contains the DLC markers as well, So I don't need those files in my data directory when I check some ones mod out, I have all the reference data needed. The collision markers are the games source material the geck uses to build things. The reason they were so dam big in that screen shot is because you had all those mods in your directory and you are using all dependent dlc mods to to draw resources from. I am a master of game mechanics on a broad scale so this come to no surprise to me. It also means the correction I did are for only two files. yours and the main one. Link to comment Share on other sites More sharing options...
stevie70 Posted June 22, 2011 Share Posted June 22, 2011 Something to see about the area your mod is affecting, I have only your mod and the falloutNV loaded, Though it be good to share some insight, the shot contains text too.this is exactly the geck-behaviour i posted about before, pls read that post, this has _nothing_ to do with your mod itself, it's just the geck. Link to comment Share on other sites More sharing options...
chingola777 Posted June 23, 2011 Author Share Posted June 23, 2011 I am getting a better understanding. The catwalks are from the base game with nothing else installed. You find them everywhere, well inside mostly, and a few outside locations. For example one section is: "UtlCat1way01" and one location it is in: HELIOSONEPlant Interior. So I have to watch what I use in my mod. Guess a second computer for modding with just basic game is best. Link to comment Share on other sites More sharing options...
ccmechanic2 Posted June 23, 2011 Share Posted June 23, 2011 Yes, exactly, that is what I do, I've tried it both ways and that's how I know your right on. any how, I checked out that area of the park and it is repaired right, but your other location in the wasteland, I can not locate it in the GECK. On the map, what icon is closest to it where the cliff your working on? The thing you use for screen shots is omitting the co ordinates at the top. I use printscreen and windows paint to get the whole shot. That way, it always shows exactly where the are is concerned can be found faster. iwas just testing out spec Ops mod and all the NPC's except for the heads are invisible, and a ton of textures are missing. Now I know, it's a two parter so I and not uninstalling it, but I am going to extract them separation and overwrite as I have completed it as is. Know where I can get some EC ammo? It's for the rail guns, can't find it any where. Link to comment Share on other sites More sharing options...
chingola777 Posted June 26, 2011 Author Share Posted June 26, 2011 Sorry been busy. I gave up on that spot, however if you were looking at the lake from where you fast travel in the cliff area was to the left. I moved the blocks back so you could access the spring up there. -19,9. Right now I am taking a break from building and trying to learn how to set map markers and create NPCs that go about there business. I will see how much I can learn tonight before I go to bed. :wallbash: Link to comment Share on other sites More sharing options...
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