HG00 Posted July 8, 2011 Share Posted July 8, 2011 (srry for the bad english) So, i have made my first mod witch add a bunker in the 188 trade post (the entrance is a sewer door).I used the geck tutorial to do it and everything was working well but everytime i try to test the final version, the sewer door dont appear in game and i cant acces to my bunker with the code "coc ...".But every time i check my mod with the geck, everything is in the right place (the bunker, the sewer door, the link between them, all navmeshes,...). I have tried to rename it, change the door place, the kind of door, to change the order of my mod, to play without the others mods,.... the issue is always the same. I have the 1.4 geck version and the latest patch for FNV. Thanks in advance. Link to comment Share on other sites More sharing options...
NorthWolf Posted July 8, 2011 Share Posted July 8, 2011 Have you actually activated your mod in FOMM...? Link to comment Share on other sites More sharing options...
HG00 Posted July 8, 2011 Author Share Posted July 8, 2011 Have you actually activated your mod in FOMM...? Of course, and i have tried to change the load order of all my mods and even test it in game with no other mods... Link to comment Share on other sites More sharing options...
ccmechanic2 Posted July 8, 2011 Share Posted July 8, 2011 Have you actually activated your mod in FOMM...? Of course, and i have tried to change the load order of all my mods and even test it in game with no other mods...Use only two files in the data directory with this new stuff, FalloutNV.esm and your esp mod. when you load up the geck, steam will not disable your mod any more, the geck should now be allowed to render the textures properly, select navmesh and finalizes all world spaces, and wait for it to comple the new mod. when done save the file, and close the geck, re enable it in fomm, toggle archive-invalidate and run the game. your door should now appear. The newpatch is tied into steam like really hardcoded. Something new to deal with. Link to comment Share on other sites More sharing options...
HG00 Posted July 9, 2011 Author Share Posted July 9, 2011 Have you actually activated your mod in FOMM...? Of course, and i have tried to change the load order of all my mods and even test it in game with no other mods...Use only two files in the data directory with this new stuff, FalloutNV.esm and your esp mod. when you load up the geck, steam will not disable your mod any more, the geck should now be allowed to render the textures properly, select navmesh and finalizes all world spaces, and wait for it to comple the new mod. when done save the file, and close the geck, re enable it in fomm, toggle archive-invalidate and run the game. your door should now appear. The newpatch is tied into steam like really hardcoded. Something new to deal with. It work !!! Thank you :) Link to comment Share on other sites More sharing options...
ccmechanic2 Posted July 9, 2011 Share Posted July 9, 2011 your very welcome Stay cool now and have fun ! Link to comment Share on other sites More sharing options...
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