Cell causing crashes

Post » Fri Apr 08, 2011 6:33 am

I was working on a cell and saved, and went to test it, my game crashed as soon as i entered the cell. So i went to the geck to try to solve the problem and it crashed too. Im getting kind of worried here because ive got alot of work in this cell and i dont want to have to delete it.
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Tha King o Geekz
 
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Post » Fri Apr 08, 2011 2:53 am

If you cloned an existing vanilla cell to begin your new cell then that might cause problems if the game is getting identical calls from two separate entities. If that is the case, you could try creating a new, blank cell and then copy and paste all of the objects from your problem cell into it. Delete the problem cell and make sure that nothing in your new cell is linked to vanilla resources like scripts or AI packages.

SOP: Back up your .esp file before doing this or any drastic change to your mod, just in case the change is detrimental.
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Fiori Pra
 
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Post » Thu Apr 07, 2011 7:17 pm

If you cloned an existing vanilla cell to begin your new cell then that might cause problems if the game is getting identical calls from two separate entities. If that is the case, you could try creating a new, blank cell and then copy and paste all of the objects from your problem cell into it. Delete the problem cell and make sure that nothing in your new cell is linked to vanilla resources like scripts or AI packages.

SOP: Back up your .esp file before doing this or any drastic change to your mod, just in case the change is detrimental.

Thanks im trying it now, thank god i backed it up last night.
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gemma
 
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Post » Thu Apr 07, 2011 7:43 pm

This is a really dumb question but how would i go about copy and pasting everything?
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R.I.P
 
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Post » Fri Apr 08, 2011 7:51 am

This is a really dumb question but how would i go about copy and pasting everything?

Create your new blank cell, then view the problem cell. Zoom out until you can see everything that is in the cell with a little space around it all. Click and drag a box around everything and then select Copy Render from the Edit pulldown menu (or press CTRL+C). View your blank cell and select Paste Render from the Edit pulldown menu (or press CTRL+V). Now all objects from the problem cell should appear in the new cell in the same relative placement as before. You will have to recreate navmeshes and redo portals and reset any scripts or AI packages to objects in the new cell, but everything else should be the same.
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Lillian Cawfield
 
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Post » Thu Apr 07, 2011 5:38 pm

Create your new blank cell, then view the problem cell. Zoom out until you can see everything that is in the cell with a little space around it all. Click and drag a box around everything and then select Copy Render from the Edit pulldown menu (or press CTRL+C). View your blank cell and select Paste Render from the Edit pulldown menu (or press CTRL+V). Now all objects from the problem cell should appear in the new cell in the same relative placement as before. You will have to recreate navmeshes and redo portals and reset any scripts or AI packages to objects in the new cell, but everything else should be the same.


Ive tried all this but im really getting pissed off and im about to give up on this cell, because its causing problems for the whole mod. Now whenever i save the geck crashes.
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Kay O'Hara
 
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Post » Fri Apr 08, 2011 6:44 am

If this started happening recently, and you didn't do much work from the last time you saved to the point where you couldn't save, you can bring up an earlier auto save. Look in your: Bethesda Softworks\Fallout 3\Data\Backup folder and you will see the saves that G.E.C.K made for you. All you have to do is copy and save a file that you want to use into your Data folder, then rename the file to remove everything after the .esp part of the file. I am sure you already know this, but make sure you take out the problem file and place it someplace in case you find a solution to possible save it if you like.
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Damned_Queen
 
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Post » Fri Apr 08, 2011 9:08 am

Thanks for that ms sparkle
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Nick Tyler
 
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Post » Fri Apr 08, 2011 4:27 am

Might be a good idea to use FO3Edit to check for conflicts in your mod. Maybe a little cleanup is all that is necessary to get it to play nice.
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Da Missz
 
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Post » Fri Apr 08, 2011 4:42 am

Might be a good idea to use FO3Edit to check for conflicts in your mod. Maybe a little cleanup is all that is necessary to get it to play nice.

How would i do that?
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Carlos Vazquez
 
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Post » Thu Apr 07, 2011 8:50 pm

The Fo3Edit manual is linked from my sig, it will give you comprehensive instructions on how to check for errors and clean them in your mod.

Let us know if you have any questions!

Miax
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Agnieszka Bak
 
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Post » Fri Apr 08, 2011 9:31 am

Did you add any new furniture textured with a texture set in the geck? I once added a chair I retexed using a texture set and when I first placed it it saved and worked ok untill I closed the geck.I checked ingame crash.Then when I tried to load the cell in geck again crash and if I tried to save the plugin after that crash.I had to delete the chair out of the object list and delete the texture set before I could work with it again.
It seems to only be chairs beds furniture like that that will cause it.
Good luck
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Alexandra Louise Taylor
 
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Post » Thu Apr 07, 2011 8:22 pm

^^^
That was it but it wasnt a texture is was a display case resource i was using.

Thanks for the help guys i was about to give up.
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Johnny
 
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