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Geck ignoring other esps included in my mod


JimmyRyder

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Hi. I edited the Mysterious Stranger with clothes from other esp mods, and for some reason it ignores it in game... it only displays the underwear outfit and it's not in the character's inventory anymore. Am I missing something? Thank you for your help.

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Hi. I edited the Mysterious Stranger with clothes from other esp mods, and for some reason it ignores it in game... it only displays the underwear outfit and it's not in the character's inventory anymore. Am I missing something? Thank you for your help.

The GECK rips out esp files as masters. So you best bet is to use a merging process first outside of the geck, once all the data is Encapsulated into a single plugin, NOW you can edit the things in the geck properly.

 

Do you understand?

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Yes I did understand but I'm having way too much problems installing the plugin and I ain't the only one apparently. But that's another story. Thank you for your answer.

Processes of co joining materials from one mod to another lead to issues from the mods them selves and the developers of those mods.

Ya see; no two people will create the data the exact same way or in the correct order.

The way the GECK works is you want data from one mod to be used in another, you merge it all as one and chip away the pieces you don't want "In the geck"

Like Michele Angelo, be the artist. Once these pieces are all seen as deleted.

you save the file and bring it up in a utility to set the deleted data as ignored.

 

AKA: https://www.nexusmods.com/fallout3/mods/5104?tab=files&file_id=78944

 

you start from the bottom and work your way up in that. each group done, you save it and go on to the next group until your all done,

Now you reload it back into the geck and simply save it and exit. test it in game.

 

but that's just the basics, there's a lot more that may be required if the mods in question were bad to begin with.

The problems are version control nd type, the code used. the age of the mods, what tools and versions used when made. for that, you need to have knowledge of those things and always keep that up front in your mind. On this page I am directing you to deals with versions of that tool as Emphasis about version controls.

 

Now, the mods your having problems with may not be packed right or have deep folder issues.

If it has a data folder with in them? then you simply MOVE them / the data folder to the desktop and open it and drag them back into the MO 2 folder where they came from. Now you have to refresh MO in order for it to recognize the files. Problem solved.

make sure load order is always updated in order to make sure the data you want is in the right spot.

 

Kitty Black

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Thank you again for that detailed answer, but my problem is that I can't even run the plugin (

You precisely sent me the plugin I used, but I'm quite lost at how to install & use this. Where do I put it and how do I run it? I've put everything inside the root and I can't even open it with Java that I installed many times already.

 

I'm looking at some explanations and I'm completely confused...

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Thank you again for that detailed answer, but my problem is that I can't even run the plugin (

You precisely sent me the plugin I used, but I'm quite lost at how to install & use this. Where do I put it and how do I run it? I've put everything inside the root and I can't even open it with Java that I installed many times already.

 

I'm looking at some explanations and I'm completely confused...

you extract it and copy just the *.jar file into the games data folder and from there, you link it in through MO as an executable.

Now, if you do not have Java (x86) installed? it won't work.

But in order for IT to see your work, It needs to run from inside of Mod Organizer.

1 of the bugs these tools have is some of them require you to run them 1 time on their own in order to establish system registries. from that point on, things should be fine.

Remember to point it to that data folder in the main game.

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So I have installed Java and I put the FO3Plugin.jar inside the data folder of my game but ModOrganizer doesn't display it when I click on "Executables"... Only "FOSE, Fallout 3, Construction Kit, Fallout Launcher" so I'm guessing it is a problem with Java itself?

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So I have installed Java and I put the FO3Plugin.jar inside the data folder of my game but ModOrganizer doesn't display it when I click on "Executables"... Only "FOSE, Fallout 3, Construction Kit, Fallout Launcher" so I'm guessing it is a problem with Java itself?

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Now you should be able to continue on your own from here.

 

Kitty Black

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