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GECK won't load my plugin?


bananakillerBRO

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I'm trying to figure out where I went wrong with my current plugin.

 

Everything was working fine with it a few days ago. I was working on a new vault to go along with the mod, and it was coming along very well. However, when I came back the next day, the cell for the vault stopped working entirely. It crashed the GECK every time I tried to load it.

 

I decided to open up FNV:Edit to look for errors. Nothing, everything came back clean. I then found out I could add navmeshing with the editor, so I decided to try that on a whim. Now the entire mod refuses to start up.

 

Is there anything I can do to fix my plugin? Or would it just be better to move all the other interiors and assets (except the cell that crashed) to a new plugin and start fresh?

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I'm trying to figure out where I went wrong with my current plugin.

 

Everything was working fine with it a few days ago. I was working on a new vault to go along with the mod, and it was coming along very well. However, when I came back the next day, the cell for the vault stopped working entirely. It crashed the GECK every time I tried to load it.

 

I decided to open up FNV:Edit to look for errors. Nothing, everything came back clean. I then found out I could add navmeshing with the editor, so I decided to try that on a whim. Now the entire mod refuses to start up.

 

Is there anything I can do to fix my plugin? Or would it just be better to move all the other interiors and assets (except the cell that crashed) to a new plugin and start fresh?

remove the nav information

save the file

load it into the geck again

if it fails again come back and I'll give you a tool link to install and inspect the plugin with

https://www.nexusmods.com/newvegas/mods/39655?tab=description

please read the main page. just 1 file goes into the data folder *.jar

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=95124&game_id=130&source=FileExpander

Edited by Purr4me
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I'm trying to figure out where I went wrong with my current plugin.

 

Everything was working fine with it a few days ago. I was working on a new vault to go along with the mod, and it was coming along very well. However, when I came back the next day, the cell for the vault stopped working entirely. It crashed the GECK every time I tried to load it.

 

I decided to open up FNV:Edit to look for errors. Nothing, everything came back clean. I then found out I could add navmeshing with the editor, so I decided to try that on a whim. Now the entire mod refuses to start up.

 

Is there anything I can do to fix my plugin? Or would it just be better to move all the other interiors and assets (except the cell that crashed) to a new plugin and start fresh?

remove the nav information

save the file

load it into the geck again

if it fails again come back and I'll give you a tool link to install and inspect the plugin with

https://www.nexusmods.com/newvegas/mods/39655?tab=description

please read the main page. just 1 file goes into the data folder *.jar

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=95124&game_id=130&source=FileExpander

 

I went on ahead and deleted the navmesh, the plugin works once again! However, it still crashes when loading the vault, saving crashes the GECk as well.

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I'm trying to figure out where I went wrong with my current plugin.

 

Everything was working fine with it a few days ago. I was working on a new vault to go along with the mod, and it was coming along very well. However, when I came back the next day, the cell for the vault stopped working entirely. It crashed the GECK every time I tried to load it.

 

I decided to open up FNV:Edit to look for errors. Nothing, everything came back clean. I then found out I could add navmeshing with the editor, so I decided to try that on a whim. Now the entire mod refuses to start up.

 

Is there anything I can do to fix my plugin? Or would it just be better to move all the other interiors and assets (except the cell that crashed) to a new plugin and start fresh?

remove the nav information

save the file

load it into the geck again

if it fails again come back and I'll give you a tool link to install and inspect the plugin with

https://www.nexusmods.com/newvegas/mods/39655?tab=description

please read the main page. just 1 file goes into the data folder *.jar

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=95124&game_id=130&source=FileExpander

 

I went on ahead and deleted the navmesh, the plugin works once again! However, it still crashes when loading the vault, saving crashes the GECk as well.

 

load the plugin in the geck.

 

Make sure your plugin is set active.

open a world space other than what you made.

make sure you see a viewed space in an extirior. at the top of the geck, you find the thing for Fource full final and run that, sit back and wait, it might take a while.

once it's done. hit the black icon on the geck window and pray it saves.

 

Now the file will end up massive if that works, that;s ok.

you need to then exit the geck and run QACfnvedit.exe in xedit for this game.

spellings a bit off but you get it.

this will remove all the un-needed bloat built by the geck and reduce the size back down where thins are more tolerable.

 

Now one that's done, the plugin you made can be further edit and should fix stuff that was messed up to begin with.

 

IF need be I can do it for you. No promises. Just an offer.

 

Kitty Black

Edited by Purr4me
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I'm trying to figure out where I went wrong with my current plugin.

 

Everything was working fine with it a few days ago. I was working on a new vault to go along with the mod, and it was coming along very well. However, when I came back the next day, the cell for the vault stopped working entirely. It crashed the GECK every time I tried to load it.

 

I decided to open up FNV:Edit to look for errors. Nothing, everything came back clean. I then found out I could add navmeshing with the editor, so I decided to try that on a whim. Now the entire mod refuses to start up.

 

Is there anything I can do to fix my plugin? Or would it just be better to move all the other interiors and assets (except the cell that crashed) to a new plugin and start fresh?

remove the nav information

save the file

load it into the geck again

if it fails again come back and I'll give you a tool link to install and inspect the plugin with

https://www.nexusmods.com/newvegas/mods/39655?tab=description

please read the main page. just 1 file goes into the data folder *.jar

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=95124&game_id=130&source=FileExpander

 

I went on ahead and deleted the navmesh, the plugin works once again! However, it still crashes when loading the vault, saving crashes the GECk as well.

 

load the plugin in the geck.

 

Make sure your plugin is set active.

open a world space other than what you made.

make sure you see a viewed space in an extirior. at the top of the geck, you find the thing for Fource full final and run that, sit back and wait, it might take a while.

once it's done. hit the black icon on the geck window and pray it saves.

 

Now the file will end up massive if that works, that;s ok.

you need to then exit the geck and run QACfnvedit.exe in xedit for this game.

spellings a bit off but you get it.

this will remove all the un-needed bloat built by the geck and reduce the size back down where thins are more tolerable.

 

Now one that's done, the plugin you made can be further edit and should fix stuff that was messed up to begin with.

 

IF need be I can do it for you. No promises. Just an offer.

 

Kitty Black

 

Before I try that, I think I may have discovered something. When I save the file in the GECK, for some reason it creates a .TES file as well as a plugin. I've never had a mod do this before, and I believe it might be the cause of the crashing. How do I prevent it from creating this file?

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*.tes means the geck was still busy and it was'nt done yet building the plugin so somethings going on there outside of what we are discussing.

Alas, even after forcing the full final the GECK still crashes on saving. Is the plugin simply corrupted at this point? Or am I doing something wrong?

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*.tes means the geck was still busy and it was'nt done yet building the plugin so somethings going on there outside of what we are discussing.

Alas, even after forcing the full final the GECK still crashes on saving. Is the plugin simply corrupted at this point? Or am I doing something wrong?

 

send it to me

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*.tes means the geck was still busy and it was'nt done yet building the plugin so somethings going on there outside of what we are discussing.

Alas, even after forcing the full final the GECK still crashes on saving. Is the plugin simply corrupted at this point? Or am I doing something wrong?

 

send it to me

 

https://drive.google.com/open?id=1GFM8hqAdiJv6UsRWj158vriUWhRc6CYC

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*.tes means the geck was still busy and it was'nt done yet building the plugin so somethings going on there outside of what we are discussing.

Alas, even after forcing the full final the GECK still crashes on saving. Is the plugin simply corrupted at this point? Or am I doing something wrong?

 

send it to me

 

 

Loaded up in geck, not having any issues so far "here"

Exact world-space I need to know fails for you "

Worldspace *._________________________

 

NVM found it. I'll describe what I found, Looks like a section was incomplete, there is a corner section about ten grids outside the cells space trapped in the group that breaks the file structure that some how ended up getting saved? I'll see what i can do here to fix this

Edited by Purr4me
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