Pippokennedy Posted May 10, 2017 Share Posted May 10, 2017 Ok i know, probably this is a very newb question but i'm learning how to use GECK reading and watching a lot of tutorials, i'm a beginner. It's not very user friendly and very unintuitive, using kindly words, and start using it makes my respect for the modders grows exponentially.Not long ago i added a new area in the game (the very impressive SubneroCL's Monticello Park), very good work just a little empty. To test myself i decided to add a couple of interiors in some of the empty buildings of the new area.Basically, i create a new interior cell duplicating a vanilla one copying and pasting the interior i want to develop.Then the most important thing, linking the building to the new cell. I added the door in the external cell, linked it to the door inside and moving the yellow teleporting marker in the right place, inside and outside. Not a big deal, i thoughtThen i tested in game the new plugin. Barricades on the door as nothing ever happened, no door.Opening again the GECK i found a duplicate of the exterior cell with only the building i linked to the new interior cell, nothing else. The door linked my new interior to nowhere in the game, just the exterior of the building and nothing else.I repeated the process two times with the same results, when i add the teleport mark to the door it automatically switches to the MonticelloParkOriginDuplicate instead of the original cell and in the game nothing changes.Someone please can explain how this stuff works? Link to comment Share on other sites More sharing options...
csbx Posted May 11, 2017 Share Posted May 11, 2017 It's early in the morning so I'm probably not totally clear on how your approach didn't work, what you did wrong. You need to add the door mesh to the actual wasteland exterior, plop it onto a closed building or wherever. There shouldn't be duplicates of exterior cells--you're editing the exterior cell directly. Perhaps delete the doors and re-connect them again. Another thing to note: backup your .esp and then use FO3edit to remove stuff (objects, changes to exterior etc.) that your mod adds once in a while if you feel like you've messed something up. Link to comment Share on other sites More sharing options...
Pippokennedy Posted May 11, 2017 Author Share Posted May 11, 2017 thanks for the answer, at the end i figure out what's wrong with the duplicate of the exterior cell: i simply messed up with the doors teleport. Once i did everything right i tested it in game finding a door barricade where it supposed to be the new interior. After several hours i understand what's wrong, i zapped the barricade in game and behing it there was the door leading to my brand new interior.In Geck i simply deleted the door barricade to erase it from the game but evidently it doesn't work in this way. So, Geck doesn't delete stuffs? I've always read "Open the Geck and delete it" Another thing to note: backup your .esp and then use FO3edit to remove stuff (objects, changes to exterior etc.) that your mod adds once in a while if you feel like you've messed something up. very good advice, thank you. Link to comment Share on other sites More sharing options...
Mktavish Posted May 11, 2017 Share Posted May 11, 2017 In Geck i simply deleted the door barricade to erase it from the game but evidently it doesn't work in this way. So, Geck doesn't delete stuffs? I've always read "Open the Geck and delete it" Well the geck won't alter an ESM file , or other .ESP's that you load up for master purposes.It only makes changes to the ESP file you have selected as Active. Which when you start making changes & save it with the geck ... then those changes are recorded in that file. And this is where load order of your game comes into play. The last file will be the one that renders it's change in game. So while the door still exists in the original file ... your change of it being deleted in a later load order file will be what makes the door disappear in game. Hope that helps to understand whats going on. Loading your file in Fo3edit like csbx mentioned will also give you an understanding of how the file layering is working. Link to comment Share on other sites More sharing options...
Pippokennedy Posted May 11, 2017 Author Share Posted May 11, 2017 In Geck i simply deleted the door barricade to erase it from the game but evidently it doesn't work in this way. So, Geck doesn't delete stuffs? I've always read "Open the Geck and delete it" Well the geck won't alter an ESM file , or other .ESP's that you load up for master purposes.It only makes changes to the ESP file you have selected as Active. Which when you start making changes & save it with the geck ... then those changes are recorded in that file. And this is where load order of your game comes into play. The last file will be the one that renders it's change in game. So while the door still exists in the original file ... your change of it being deleted in a later load order file will be what makes the door disappear in game. Hope that helps to understand whats going on. Loading your file in Fo3edit like csbx mentioned will also give you an understanding of how the file layering is working. yes this is basically what i supposed was going to happen when i loaded my test plugin the first time. Loaded it below the SubneroCL .esp so it would overwrite the change for that single building exterior. But no change and the strange thing was the creation in my test .esp of a copy of the exterior cell that i modified with the change i made below the original cell. I tested it on various vanilla empty building and it worked like a charm. Tested again in the new area right now and again that strange stuff of the duplicate cell.I did some research for a similar issue and i found this post of a user talking about doing changes on .esp Willow comes from a mod, which thus has its own esp, so changes made on another esp would not affect it. As the previous poster said, if you're looking to make changes to a modded weapon or character you have to set the mod itself as an active file in the GECK and make the changes directly to it. You cannot make an esp that uses other esp data. Is this maybe the solution? Link to comment Share on other sites More sharing options...
Mktavish Posted May 12, 2017 Share Posted May 12, 2017 Willow comes from a mod, which thus has its own esp, so changes made on another esp would not affect it. As the previous poster said, if you're looking to make changes to a modded weapon or character you have to set the mod itself as an active file in the GECK and make the changes directly to it. You cannot make an esp that uses other esp data. Is this maybe the solution? Hmmm yep , it looks to be the case ... You cannot make another esp function as a master that your new plugin can then record changes overriding for game play load order. In otherwords moding a mod.Except this method mentioned here in post # 4 https://forums.nexusmods.com/index.php?/topic/106738-master-files-moding-mods/ However that is more for using assets ... where as in your case of deletion/alteration ... turning the file back into an .esp will then be modding a mod again. Sorry I was thinking otherwise ... and thanks for teaching me something :blush: Link to comment Share on other sites More sharing options...
Pippokennedy Posted May 12, 2017 Author Share Posted May 12, 2017 You know, instead it totally works!! i flagged as master Monticello Park in FO3Edit, then in Geck i linked the brand new interior to the exterior cell and then, before trying it in game, i deflagged it. It works and the new cell is now accessible and now finally my .esp has Fallout.esm and Monticello Park.esp as masterfile. Thank you for the heads up, i feel a little dumb for not thinking about it before asking here but hey, you have to learn to crawl before you learn to walk Link to comment Share on other sites More sharing options...
Mktavish Posted May 13, 2017 Share Posted May 13, 2017 (edited) then in Geck i linked the brand new interior to the exterior cell and then, before trying it in game, i deflagged it. ... it worked for you ? Just toggleing ESM on/off ... then makes the new active esp able to overwrite the other esp in load order ? I'll have to try that test again. Edited May 13, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Pippokennedy Posted May 13, 2017 Author Share Posted May 13, 2017 then in Geck i linked the brand new interior to the exterior cell and then, before trying it in game, i deflagged it. ... it worked for you ? Just toggleing ESM on/off ... then makes the new active esp able to overwrite the other esp in load order ? I'll have to try that test again. It appears to work, in the exterior cell there is the new door and the teleport for the inside cell works fine for the PC and the NPCs.For what i have read here and there the problem is essentially Geck that doesn't allow direct changes between .esp files but the game engine simply doesn't care, it reads the load order. Let me know if it works for you too when you try! Link to comment Share on other sites More sharing options...
Mktavish Posted May 14, 2017 Share Posted May 14, 2017 Yep it totally works ... atleast this little bit testing . It's been a reminder of always needing to look at the nuance.Which with this and if I can learn the important bullshism with lvled Items/actors ... maybe I can then move beyond being a rookie with the geck . :ninja: Link to comment Share on other sites More sharing options...
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