connecting two mods/cell always ends with cellnameDUPLICATE0

Post » Sun Jul 24, 2011 9:10 pm

i have added two hatches to two playerhouse mods and want to connect them with hatches in my own housemod, a tunnel with my underground house and two hatches for the way out to the mentioned two housemods.
but no matter which of these three plugins is active, first everything seems to be ok and i can switch between both mods in the geck after connecting the two hatches with double clicking the yellow teleport markers.
but after saving and restarting the geck the yellow teleport marker in the other mod (always the one which wasent the active file) is in a new, empty othermodDUPLICATE000 cell, this cell contains only the teleport marker and the hatch.
i'm not a geck pro, what i'm doing wrong?
i use fnv 1.4 and gecknv 1.4.

and btw, haven't done this so far so i guess it can't be a reason for problem above, but should i finalize cell navmesh in both mods/cells after connecting them, or only in the active and then load the other as active file and finalize the cell of this mod there again?

but first i should be able to connect them proberly it was no problem to connect the four cells of my mod, tested already also ingame with coc and i can travel between them without any problems, i have absolutely no idea why i can't connect them now to cells from other mods.
without a way out my mod is useless. :-(
many thanks in advance for help!
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Juliet
 
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