Khet Posted December 22, 2008 Share Posted December 22, 2008 Wait, load time as in the time it takes to load everything when you first launch the GECK? (when it loads Fallout3.esm, 1.esp, 2.esp and all that) or the Interior loading times when you actually open the cell? If it's just opening the interior cell that's taking forever then you either have a low end computer and probably could use a few thousand more sheep or you have way too much packed into one interior. Split it up, divide things between Cells. Half of floor 1 goes into one cell, the other half of floor 1 in another. Floor 2 in a third, floor 3 in a fourth, blah blah. Interiors shouldn't take THAT long to load. But, if it's the issue of when loading up for the first time then you must have made a vault the size of the Capital Wasteland in order for it to take THAT long to load. Link to comment Share on other sites More sharing options...
pingfreak Posted December 23, 2008 Author Share Posted December 23, 2008 Yeah, Khet-So if you would read the thread/ I'm trying to use multiple cells but have the problem with transferring to them from interior to interior. I feel like i'm going in circles. While the real problem is not being addressed what so ever. Link to comment Share on other sites More sharing options...
Khet Posted December 24, 2008 Share Posted December 24, 2008 What I can't understand is what you mean by transfering. Do you mean combining them all in one esp? Or do you mean linking? As it has been said multiple times you CANNOT edit an esp with another esp. If you want to link two interiors together you MUST have them all in one esp. Link to comment Share on other sites More sharing options...
cyclone1969 Posted December 24, 2008 Share Posted December 24, 2008 What I can't understand is what you mean by transfering. Do you mean combining them all in one esp? Or do you mean linking? As it has been said multiple times you CANNOT edit an esp with another esp. If you want to link two "Player made" interiors together you MUST have them all in one esp.fixed Khets comment Link to comment Share on other sites More sharing options...
pingfreak Posted December 24, 2008 Author Share Posted December 24, 2008 OK, thank you for the very direct answer. That's what I needed to hear i guess...I'll either be thinking of a work around or cutting the vault down. I can think of 1 workaround/ but that would involve taking something from the game.(not necessarily)specifically, a spot 'around' a door that loads you somewhere else. For example, But not literally, I teleport from first level of the vault to inside of Megaton. Then there would be a door in megaton that loads you somewhere else, Like your house..One could route a direct path there;Lastly, alter your house with an entrance to level 2 of my vault.Not that I'm going to use or alter Megaton or the players house,...Of course there are details, but in theory it could be possible. ... Actually, No, that wouldn't work.duh. Thanks guys!!! Link to comment Share on other sites More sharing options...
Khet Posted December 24, 2008 Share Posted December 24, 2008 Umm, you could just work on combining the two esp's together. I believe TESGecko will work with Fallout 3 esp, just use the merger function. Voila, you now have one esp and can easily and safely link your doors. Link to comment Share on other sites More sharing options...
pingfreak Posted December 24, 2008 Author Share Posted December 24, 2008 Well boys and girls, I may be thick headed but,I've managed to figure out how to successfully make a teleport from level 1 interior to level 2 interior of the same vault.It's just like cyclone1969 said: Sounds like you have 2 areas of a vault on separate esp files if its all the same mod rather than having the esp files labeled vaultXXa/b would have been better as a single esp.What you can do is load vaultXXa as active and other as a source duplicate vaultXXb under interiors save then reload data with just vaultXXa.esp selected then rename the copy of vaultXXb under interiors then just set up a teleport between the connecting doors and any other doors that you may have connecting to outside sources.The other esp can be either discarded or archived for future ref. I have made a few assumptions hope I wasn't far wrong if I am I apologize now. Thanks Cyclone, I had to read your post about 8 times but it finally made sense to me.I can now use several smaller loads between levels of the vault,(auto save included),as opposed to 1 large time consuming load.Now,.. I better be off and make this vault worth while. :) I'm a little hard to follow if your not in the mist of my problem,but this may make sense to the senseless out there...What I did:After I made the teleport from VaultXXa.esp to VaultXXb.esp I saved to VaultXXa.esp reload editor I opened VaultXXb.esp and activated no file only to rename VaultXXb to VaultXXbz saved as VaultXXbz.esp Removed VaultXXb.esp from dir reload editor Opened VaultXXa.esp and VaultXXbz.esp with VaultXXa.esp active there is now VaultXXa, VaultXXb and VaultXXbz in the list to edit with VaultXXb only having a door and the other half of the teleport to VaultXXa (VaultXXa and VaultXXb were made by VaultXXa.esp) I copied the contents of VaultXXbz.esp(VaultXXbz) to VaultXXb and saved under Active VaultXXa.esp Closed and removed VaultXXbz.esp out of dir. Now only VaultXXa.esp remains. Inside contains VaultXXa and VaultXXb and a teleport to each. Now I gotta do this 4 more times + re navmesh all of them.(HINT: save the navmeshing after your successful teleport) Confusing as hell, but now I can just call VaultXX.esp Valut XX.esp or whatever number I choose and with all the benefits it gives.- smaller loads between levels of the vault- auto saves in your vault Link to comment Share on other sites More sharing options...
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