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GECK won't let me delete anything?


Connectamabob

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Hey all: nexus noob here (been downloading and using mods for the past six months or so, but this my first time on the forum). I apologize if this is in the wrong place, or if it's been asked and answered before (I tried searching but didn't find anything).

 

I'm trying to learn the GECK, so I can try my own hand at modding. I've started out with the tutorials here, and have immediately run into a snag. When I get to this step, the GECK won't delete the highlighted files. I right-click and select "delete" (or highlight an press the "delete" key, I've tried both ways), it pops up the "do you really want to do this?" dialog box, I click "yes", and nothing happens: the files are all still there. Just as a test I tried deleting the duped cell as a whole, and got the same result. The GECK just won't let me delete anything.

 

I am using the NV GECK and not the FO3 GECK, and running it in admin mode. At first I thought it might be because I have the Steam version of FONV, and I've read that having the game root folder located in the Program Files directory (as is default with Steam) can cause issues with the GECK. So I moved FONV's root folder outside the Program Files directories, and created a symbolic link back to its original location. That didn't help though: the symlink works fine, but the GECK still won't let me delete anything.

 

Anyone experienced this before? Is there a way to fix it, or am I doing something wrong?

 

General specs (if it helps):

 

Vista home premium 64bit SP2

Intel Pentium E2180

AMD Radeon HD 6800

8Gb duel-channel DDR2

Edited by Connectamabob
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Skip this post, the helpful ones are below it :)

 

Hey, someone else can probably answer this better but in the meantime... geck is fairly unreliable for deleting files, I dont know exactly what you can and cant delete. Typically deleting files is handled using FNVedit, a separate program that allows you to make changes to files that geck cant. If you have extra files, worldspaces or cells you dont want to use, you can ignore them as they aren't usually very big, as far as file size. You can always clean your mod later once youve learned FNVedit. It does pay to be thoughtful about what your going to change but when you learn by doing its gonna be a little messy at 1st. So, in short, the convenience of deleting in geck just isnt there. Hope that was a little heplful at least until someone else chimes in with a better response :)

Edited by montybrad
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I didnt read that ^ because I'm short on time so sorry

If its repetitive, I thought geck wasn't deleting stuff, but it deletes it when you start back up, after you delete it it will have a *D next to it in one of the columns to the right

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The above poster more or less hit the nail on the head. Furthermore, if you want to remove a recipe contained in a master file (ESM), I don't recommend deleting it since it will be restored as a blank recipe and set to be used at a Workbench by default. This blank recipe can no longer be modified and if you keep on trying to delete it, the GECk will just restore it once you close down the application. Instead, in the drop-list with recipe categories (Campfire, Reloading Bench etc) just select NONE and that should remove it. Just a quick tip. Edited by GimmeBackMyMoney
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Thanks for the help. Senterpat was right: I didn't get a "D*" showing up next to anything, but when I saved and restarted the GECK, the duped cell file was there with all the deleted stuff gone. Kind of a pain that it doesn't show up without the restart, but at least I know it's happening and can move forward. Cool.

 

Thanks for the other tips too. I haven't dealt with ESMs yet, and a lot of that is still Greek to me because I haven't learned all the bits and bobs, but it's good to know for when the time comes. I'll check out FNVedit also.

Edited by Connectamabob
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