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Problem with GECK not saving changes.


gmg2dave

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It's been forever since I've messed about with modding New Vegas, and my GECK skills are a tad rusty, and I've run into a problem.

 

Decided to add a bunch of items from different mods to an existing single container mostly for convenience, that way I am not running all over the place finding the stuff. So, open up GECK, tick all the files I want to use that add stuff I'm going to put into my container. Make the mod with the container the active file, and click load. Everything loads, no problems in GECK. Go ahead and open up the container, and add all my stuffs. Save the file. No error messages pop up, everything appears to have functioned normally.

 

Exit GECK, open up FNVEdit to see if I need to make any additional changes to my Bashed Patch. And there's the problem. See, it turns out that a bunch of the items I have added to the container are reading as "error, could not be resolved". But not all of them. Some of the things I added did show up. Others however, nope. And the annoying thing is, that some of those items that did NOT show up correctly are from the same mod with stuff that DID show up.

 

To make matters even more confusing, GECK did not add the new ESP's that I edited as masters to the file I had set as the active file. And even weirder, not all of the changes I made to the active file where saved either. For instance, I had edited an item from that active ESP in GECK before adding it to the container. But, it neither showed up in the container, nor where the changes I made reflected in the records in FNVEdit.

 

So, I'm at a loss here. I know this is probably something silly that I forgot to do, or a change I should have made, or something. But I've got no idea what that would be. So, any help would be greatly appreciated folks. Thanks.

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You can try ditching the old esp you made, using the GECK PowerUp and redoing your changes. Normally you have to turn other mods into ESM files for this sort of deal, but I've been able to leave them as ESPs and they get loaded as masters automatically with the PU.

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Ok, so I looked a little deeper into what is going on, and it appears that the GECK, instead of adding a record/item to the container from the original mod is instead making a duplicate item and injecting that into the container.

 

No idea why, but that is what is happening, and again, it is only doing it with a few items. Others it just throws an error message.

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GECK is not saving those plugins as masters to your plugin. Either false flag those would be master plugins as ESMs and make your changes in GECK or...using FNVEdit copy that existing container you want to use out as an override to a new file and then continue using FNVEdit to populate that container in its new file.

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Yup, thanks Blove, looks like that's the way I'm gonna have to do it. I know FNVEdit will add dependencies to another ESP when making changes to a file. So, looks like I'm gonna have to do it that way. Was just easier to drag and drop stuff into the container in GECK.

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