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Mods created with GECK constantly crashing, anyone else?


Kheldor

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I've tried to create even simple mods with GECK, such as a container with extra ammo, caps and a weapon. Without fail, just attempting to take the items from the container crashes the game. I've tried to create a new (modified) version of an existing weapon (just a new name for a different Form ID) that has less bullet spread but merely picking it up crashes the game. With the items I'm trying to modify, I'm not messing with the meshes or even retexturing anything (yet).

 

I'm running a couple of mods created by others prior to the release of GECK which work just fine. I'm no Xilver or Jumanji but I'm not a noobie modder, especially with simple stuff like placing items in the game world.

 

My version of FO3 is patched up, however, one strange thing is that more than one modder (prior to GECK) has talked about archive invalidation (I heard there were problems using the current version of FOMM so I haven't done that) by changing the "bInvalidateOldFiles" from 0 to 1 in the Fallout.ini and Falloutprefs.ini. Well, my Fallout.ini does not have the statement "bInvalidateOldFiles" in it, but has "bInvalidateOlderFiles" (note the 'older' and not 'old') and my Falloutprefs.ini doesn't have that statement at all, either one. I wouldn't think this would matter considering I'm not using new textures with the mods I'm trying to create in GECK.

 

Any enlightenment here would be immensely helpful, and thanks in advance!

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just an idea; some containers are set up to have random items appear in them upon game creation or cell entrance. make sure the containers you are putting items in are unique containers and not all the containers around. Either than that, not sure.
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Odd. I have created customised weapons and clothes and put them in a new box. Retrieved them with no problem. Sorry, I know this post is not much help, but it seems like your problem may be exclusive.

 

However, I use no other mods except my own. I never enabled a mod and never bothered modding until the gecks came out. That is the only difference I can see right now.

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I narrowed it down to duplicating Lucas Simms' trench coat (just changing the name to get a new Form ID) and adding an "enchantment" to it for carrying more weight, and +5 to repair/science/sneak. I've no idea why this is happening since there is no script involved with the coat that I might have failed to remove. The other items work fine. (I've put a few thousand rounds through my own HK 91 and it doesn't need parts replaced or repaired, just cleaned after firing...so I made my weapons of choice in game more durable health wise).

 

As far as altering mods created outside the GECK, I have had issue with the Desert Eagle/Desert Dragon mod, in that there are mismatched headers that the GECK asks if I want to fix (headers from the master file that don't exist within the master file) and if I choose to fix them, then the mod bombs, if I ignore them, it works fine even with my own changes (durability again).

 

Finally, as an aside since I'm already posting, in attempting to make custom ammunition, is the only way to add special effects to the ammunition doable through scripting alone? I can't seem (at first glance) to create incendiary ammunition to run through a standard weapon, I have to instead make a weapon that in turn makes ALL bullets it fires incendiary. A lot less elegant in my opinion than being able to use different ammunition types (ala hollowpoints, AP rounds, incendiary, fragmentary etc).

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