jncfowler Posted January 17, 2013 Share Posted January 17, 2013 I'm kind of a newbie to the forums, even though I have had the Fallout games and Elder Scroll games for quite a while. I'm pretty familiar with the GECK, and have been making my own personal mods (w/ much patience) But I don't know much scripting (I'm slowly learning.) Anywhoo, I am creating a new worldspace in the GECK, and have spent a lot of time shaping it. But I accidentally pushed that RECOMPILE ALL SCRIPTS button!!!!!!! And now when I go from my worldspace to the WastelandNV and select different cells, the GECK freezes and crashes on me. I know that recompiling all scripts attaches every single script in the game to the mod and balloons the size of the file. I know there is some way to fix this in FNVEdit. I have FNVEdit but i don't know how to use it much. I would appreciate some help on how to undo this mistake. Thanks Link to comment Share on other sites More sharing options...
Xaranth Posted January 17, 2013 Share Posted January 17, 2013 Open your mod in FNVEdit. There's a scripts tree. Delete all the scripts that are green. Link to comment Share on other sites More sharing options...
jncfowler Posted January 17, 2013 Author Share Posted January 17, 2013 Thanks xaranth. Giving that a try now. Link to comment Share on other sites More sharing options...
jncfowler Posted January 17, 2013 Author Share Posted January 17, 2013 Open your mod in FNVEdit. There's a scripts tree. Delete all the scripts that are green. Are the esm files also supposed to be loaded into FNVEdit, or just my mod? There are green files in the master files as well. I have attached a picture. Link to comment Share on other sites More sharing options...
Xaranth Posted January 17, 2013 Share Posted January 17, 2013 Modding rule number 1: Don't mess with the master files ever. :) Link to comment Share on other sites More sharing options...
jncfowler Posted January 17, 2013 Author Share Posted January 17, 2013 Thanks. I figured that. Just wanted to make sure. :thumbsup: I noticed that all of these scripts were in the scripts folder of my mod. Are these supposed to be there? Some of them are green and, obviously, most just have that green background. Are these ones that couldve been also dumped into my mod when I hit recompile all scripts? Link to comment Share on other sites More sharing options...
Xaranth Posted January 17, 2013 Share Posted January 17, 2013 Most likely. There's a Very Good Guide that explains all this stuff way better than I can. :thumbsup: Link to comment Share on other sites More sharing options...
jncfowler Posted January 17, 2013 Author Share Posted January 17, 2013 Yea. (Me slapping myself on the forehead.) Ha! I actually downloaded that earlier today! Of course, of course! Thanks again! Actually, I noticed that on the left side of the FNVEdit screen the green scripts are in columns both for my mod, and for one of the masters. I'll have to look into that. Thanx once again. Just me knowing to look for the green files helps a lot. :dance: Link to comment Share on other sites More sharing options...
rotarydanimal Posted January 18, 2013 Share Posted January 18, 2013 The first 2 digits in the form ID are what I have been using to identify foreign items in my mod. They correspond to the load order of the mod, EX: [00] Link to comment Share on other sites More sharing options...
jncfowler Posted January 18, 2013 Author Share Posted January 18, 2013 (edited) So, rotarydanimal, if I were to just right-click and remove files that don't have a form id beginning w/ 05 (my mod is 05 in load order) on the left, will that work? See pic. I am still trying to fix this darn mistake. I followed the directions in the FNVEdit guide to "Remove Identical to Master Records." It said that the extra scripts were removed. And I didn't even touch the master files that were loaded in FNVEdit. But when I opened the esp file and navigated from my worldspace to the WastelandNV and then to Novac or Goodsprings, the GECK would hang, and I would have to CTRL+ALT+DEL. I'm pretty sure that I am waiting long enough for the cell to load (which it never does). My worldspace doesn't have many objects in it yet, but it is somewhat large :13,000 k Does that matter? It took me a long time to heightmap and landscape edit it. It worked fine before yesterday. I also took one of the earlier .bak files from several days ago and renamed the extension so that I could load it. It did the same thing in the GECK! So now I am at a loss. All I can think of is to completely redo my mod. :wallbash: Sorry for long post. Edited January 18, 2013 by jncfowler Link to comment Share on other sites More sharing options...
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