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GECK CTD when loading an exterior


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Been having this problem a lot after heavily modding New Vegas.

The GECK seems to always crash the exact second after loading an Exterior/Worldspace, It can load Interior cells fine and I can edit weapons,armour, etc. just fine as well.

 

I've tried removing ENB files.
I've tried GECK power-up.
I've tried Verifying file integrity

I've tried the 4gb patch.

 

But seemingly to no avail I have found no solution online nor any from my own experimentation..

 

Any help?

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See this thread, where madmongo explains some of the quirks of creating/edting WorldSpaces. In particular, the section about the maximum file size.

 

Edit: As you say the problem is with the GECK, I am assuming you mean "modding" as in "making edits".

 

-Dubious-

Edited by dubiousintent
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Sorry I should've been a bit more clear, I meant when loading vanilla worldspaces like "Wasteland NV" and not when creating my own worldspaces.

 

P.S: By "modding" I meant adding mods such as retextures, ENBs, etc.

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Now I am really confused. When adding "mods" to the game, you do not use the GECK. Especially with retextures, ENBs, and the vast majority of mods you download from the Nexus and other sites. The GECK is for creating a mod from scratch, or editing an existing mod to make your own version of it.

 

Suggest you read the wiki "FNV General Mod Use Advice" article. If nothing else it will help with the terminology.

 

-Dubious-

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When you say you have heavily modded NV , I am picturing you have 100+ mods in your game load order ?

And the reason you mention that here in relation to the geck , is because you are selecting your whole load order as master files to one active file when you load up the geck ???

 

If that's the case , I would say your machine is choking on it since rendering world spaces is the most processor intensive action with the geck ... especially when you turn on the navmesh.

 

Load less files ... like just the main file , all DLC's and 1-2 other mods , as you need their resources.

 

But as a test if something else is going wrong ... just try loading the main file making it the active one , then add from there.

 

Also I guess I better mention ... when making a new esp that is going to rely on quite a few masters (of which I really have no idea what the limit may be)

Load the geck checking all the files you want it to rely on ... select the "FalloutNV.esm" main file as the active one. After loading , then click "File > Save" from the header and name it.

Close out the geck ... and relaunch it by just selecting your new esp and making it the active one.

 

Save often when doing process intensive stuff ... hope that helps.

Edited by Mktavish
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Anything in the meshes/texures folder will also load in the Geck.

 

If you have a lot of hi rez textures, the Geck could run out of RAM when loading that area. Set the LAA bit on Geck.exe using NTCore: http://ntcore.com/4gb_patch.php

 

Also, a modded mesh could also be causing the geck to crash.

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I wanted to add what is a statement , but question for those more experienced.

When I said this for the OP ...

 

" Load the geck checking all the files you want it to rely on ... select the "FalloutNV.esm" main file as the active one. After loading , then click "File > Save" from the header and name it. "

 

The way I learned it was to make one change , even if you delete it later , then save the file.

Which makes sense , because if you looked at the file in the Xedit tool. It would show nothing until you did.

 

My teacher said to drop an npc into the render window in some cell which I always do in a wasteland cell like springvale or goodsprings. But of course the OP could not have done that.

 

@ rickerhk Good catch on the 4gb enabler ... yes the OP said they installed one ... but it may merely be the one for the game .exe ... which is not the same as enabling one for the Geck.exe

 

I myself just installed "CFF Explorer" as Gopher mentions to do. Then I can add LAA on any .exe

 

Gopher vid :

Edited by Mktavish
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