Purr4me Posted October 27, 2019 Share Posted October 27, 2019 (edited) The tunnel will require you rebuild it but I fixed and removed the offending data in the package.I renamed the file name and removed the entries of the other masters in order to isolate the errors found.Now you can save and edit the file. you had dead money and worlds blues as master but there was nothing in the data packets to even point to those sources.I am going to look over other areas now that-it's editable and make sure you should not have any more problems.next post will have the data. LIST OF MISSING ASSET FILES:textures\the doctor is in\textures\plaguedoctor\gomorrahcus2hion01_d.dds <-- Alternate texture for node GomorrahCushion01:0 in furniture\GomorrahCushion02.NIF from AAAf*#@ingCHAIR [TXST:03005DD2] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\1stpersonsledgehammer.dds <-- Alternate texture for node SledgeHammer:0 in Weapons\2HandMelee\SledgeHammer.NIF from AAAHammer [TXST:030026AE] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencymeshes\the doctor is in\meshes\plaguedoctor\pdleftglove.nif <-- AAAGlove "Glove" [ARMO:03000CBD] \ ARMO \ Female biped model \ MOD3 - Model FileNametextures\the doctor is in\textures\plaguedoctor\pdgloves.dds <-- Alternate texture for node Leftglove in The Doctor Is In\Meshes\PlagueDoctor\pdleftglove.nif from aaaaGLVOE [TXST:03000CBB] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencymeshes\the doctor is in\meshes\plaguedoctor\pdmask.nif <-- AAAPlaueMask "Doctor's Mask" [ARMO:03000CBC] \ ARMO \ Male biped model \ MODL - Model FileNametextures\the doctor is in\textures\plaguedoctor\pdmask.dds <-- Alternate texture for node Hat 0 in The Doctor Is In\Meshes\PlagueDoctor\pdmask.nif from aaaaMASK [TXST:03000CBA] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\pdmask.dds <-- Alternate texture for node Mask 0 in The Doctor Is In\Meshes\PlagueDoctor\pdmask.nif from aaaaMASK [TXST:03000CBA] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencymeshes\the doctor is in\meshes\plaguedoctor\pdmask.nif <-- AAAPlaueMask "Doctor's Mask" [ARMO:03000CBC] \ ARMO \ Female biped model \ MOD3 - Model FileNametextures\the doctor is in\textures\plaguedoctor\pdmask.dds <-- Alternate texture for node Hat 0 in The Doctor Is In\Meshes\PlagueDoctor\pdmask.nif from aaaaMASK [TXST:03000CBA] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\pdmask.dds <-- Alternate texture for node Mask 0 in The Doctor Is In\Meshes\PlagueDoctor\pdmask.nif from aaaaMASK [TXST:03000CBA] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\outfitf02.dds <-- Alternate texture for node Arms in armor\bosscribe\outfitf.nif from aaarobes [TXST:0300117C] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\outfitf02.dds <-- Alternate texture for node pipboyoff in armor\bosscribe\outfitf.nif from aaarobes [TXST:0300117C] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\outfitf02.dds <-- Alternate texture for node pipboyon in armor\bosscribe\outfitf.nif from aaarobes [TXST:0300117C] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\outfitf02.dds <-- Alternate texture for node UpperBody in armor\bosscribe\outfitf.nif from aaarobes [TXST:0300117C] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencymeshes\the doctor is in\meshes\plaguedoctor\pdrightglove.nif <-- AAAGlove2 "Glove" [ARMO:03000CBE] \ ARMO \ Female biped model \ MOD3 - Model FileNametextures\the doctor is in\textures\plaguedoctor\pdgloves.dds <-- Alternate texture for node RightGlove in The Doctor Is In\Meshes\PlagueDoctor\pdrightglove.nif from aaaaGLVOE [TXST:03000CBB] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\gomorrahcus2hion01_d.dds <-- AAAf*#@ingCHAIR [TXST:03005DD2] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\1stpersonsledgehammer.dds <-- AAAHammer [TXST:030026AE] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\outfitf02.dds <-- aaarobes [TXST:0300117C] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\pdgloves.dds <-- aaaaGLVOE [TXST:03000CBB] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparencytextures\the doctor is in\textures\plaguedoctor\pdmask.dds <-- aaaaMASK [TXST:03000CBA] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency[00:04] Done: Applying script "Assets manager", Processed Records: 518, Elapsed Time: 00:04 have you got another mod installed ?Or are these your custom made assets? I can duplicate them no problems but's a lot of workExtracting data from all master files to see what's missing. Kitty Black Edited October 27, 2019 by Purr4me Link to comment Share on other sites More sharing options...
Purr4me Posted October 27, 2019 Share Posted October 27, 2019 https://postimg.cc/gallery/gpsfezh2/ https://mega.nz/#!Qf5WSSCA!lRNhQnZtkl7odgbYwh6E-uTbcBJXbqLhv15bGGhsurk Go through it and finsih your work , I will say I got an error messenger that was kind of weird. "gmSSE" have NO idea why it popped up in your mod, but all I can ask is if your running SkyRim second edition or edited the mod with the wrong app? None of it matters now here's you plugin. Kitty Black Link to comment Share on other sites More sharing options...
bananakillerBRO Posted October 27, 2019 Author Share Posted October 27, 2019 https://postimg.cc/gallery/gpsfezh2/ https://mega.nz/#!Qf5WSSCA!lRNhQnZtkl7odgbYwh6E-uTbcBJXbqLhv15bGGhsurk Go through it and finsih your work , I will say I got an error messenger that was kind of weird. "gmSSE" have NO idea why it popped up in your mod, but all I can ask is if your running SkyRim second edition or edited the mod with the wrong app? None of it matters now here's you plugin. Kitty BlackThank you so much! I can't tell you how much I appriciate this, I was really proud of my Vault and I was worried I might have to start from scratch. Thank you! As for Skyrim, I only use the first edition, and I don't recall using anything else other than the GECK to edit the plugin. Although, I did push a lot of clutter meshs into a single folder, but I don't think that could have caused anything to become screwy. Again, thank you so much! If you ever need anything from me, don't hesitate to ask. Link to comment Share on other sites More sharing options...
Purr4me Posted October 27, 2019 Share Posted October 27, 2019 https://postimg.cc/gallery/gpsfezh2/ https://mega.nz/#!Qf5WSSCA!lRNhQnZtkl7odgbYwh6E-uTbcBJXbqLhv15bGGhsurk Go through it and finsih your work , I will say I got an error messenger that was kind of weird. "gmSSE" have NO idea why it popped up in your mod, but all I can ask is if your running SkyRim second edition or edited the mod with the wrong app? None of it matters now here's you plugin. Kitty BlackThank you so much! I can't tell you how much I appriciate this, I was really proud of my Vault and I was worried I might have to start from scratch. Thank you! As for Skyrim, I only use the first edition, and I don't recall using anything else other than the GECK to edit the plugin. Although, I did push a lot of clutter meshs into a single folder, but I don't think that could have caused anything to become screwy. Again, thank you so much! If you ever need anything from me, don't hesitate to ask. Just please keep in mind, my job was to remove the offending data, all bytes effecting the code, so the mod has no world-space in it, that's up to you to re-link in doors, and things t the outside world spaces.the main hangup was in fact Some door, that was assigned NULL to it..?? really weird things. What it took to fix this was I was forced to de-compile the mod completely and set all things separately in the geck one section at a time and then recompile all of it LESS the world spaces.needless to say, a specialized skill no body here does. you never would have been able to do this. Now, the problem is how did this take place in the first place? Tools used, Java utility, xedit 3.1.1, xedit 4.02, the geck FNV. Mod organizer alpha test bed My personal build not DEV from any site, all source code is available on GitHub. The variables, all the common remedies failed. So it only left me with one choice. recompile the mod "From scratch" but not quite as far as you mean.Just watch whats going on, like I said, something really weird took place. I think it got confused some how. In the screen shots you will see what I meant. A vault looks like it's incomplete OR the data from the recompiled source data ripped out offending parts that got mixed up. donno. Cave is cool, no nav-meses though.IT's all from your minds eye so I have/had no business going any further. Just get you something to work with and try like hell to make sure it works. I don't know where any of the exits or outer world spaces were supposed to be. World space locations were all mixed up. So would love to see a follow up from what your building here. set the geck to save every 5 minutes in the preferences so you have all data constantly being backed up.It was my pleasure. Kitty Black Link to comment Share on other sites More sharing options...
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