My mod doesn't show up in game

Post » Fri Nov 18, 2011 3:55 pm

Hi there,

I've followed many tutorial's instructions but my mod don't appears in game (add a new object effect to an armor). Of course it appears well in geck when I load the .esp :banghead: Obviously i've activated my mod (FalloutNVLauncher->DATA Files).
So I'm just looking for some help :happy:

More Informations :

* All mods that I've downloaded from the net works perfectely and appears in game, but when I edit them in GECK, and then save them, they simply disappear in the game. :banghead: :banghead:

* I'm French. Sorry for my bad english :sweat:
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aisha jamil
 
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Joined: Sun Jul 02, 2006 11:54 am

Post » Fri Nov 18, 2011 11:25 am

Hi there,

I've followed many tutorial's instructions but my mod don't appears in game (add a new object effect to an armor). Of course it appears well in geck when I load the .esp :banghead: Obviously i've activated my mod (FalloutNVLauncher->DATA Files).
So I'm just looking for some help :happy:

More Informations :

* All mods that I've downloaded from the net works perfectely and appears in game, but when I edit them in GECK, and then save them, they simply disappear in the game. :banghead: :banghead:

* I'm French. Sorry for my bad english :sweat:


That is a strange problem for sure.

I know that you said that you have activated the mod, but have to actually went to the Data directory and made sure that the file is actually in that directory?

Do you use or have you used http://www.newvegasnexus.com/downloads/file.php?id=36901, to install and manage your file installs?
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Brandi Norton
 
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Post » Fri Nov 18, 2011 8:04 pm

Thanx for reply Ogramirad :icecream:

Yes, my own .esp file is located under FalloutNV's Data directory as all other mods i've downloaded. I've tried both, without and with FOMM, I've removed and reinstall ArchiveInvalidation too... it's seems that GECK disable mods instead of add some. :brokencomputer:
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rae.x
 
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Post » Fri Nov 18, 2011 10:39 am

* All mods that I've downloaded from the net works perfectely and appears in game, but when I edit them in GECK, and then save them, they simply disappear in the game. :banghead: :banghead:


Not 100% sure what you mean, but you can't make a mod based on another mod. If you load an .esp into the Geck and edit objects from that .esp and then save your mod as a new .esp none of the changes made to those objects will be saved. It's called http://devnull.sweetdanger.net/deisolation.html. Here's the relevant quote. (Same for FNV, FO3, OB):

Many beginning mod creators get frustrated with TESCS because it seems to let you select Oblivion.esm and one or more ESPs in addition to your "active" file. The content from those ESPs will appear to be usable, but it's not. When you save your new plugin, TESCS will refuse to remember that your plugin was built on top of those other ESP files. If you then reload your newly created plugin, TESCS will be unable to find the internal references to connect it back to the ESPs you had loaded before, so you'll likely get lots of error messages and things generally won't work as desired.

This behavior is known as Mod Isolation.


You can edit the mod directly and it should work, though.

If that's not it, try making a completely custom mod from scratch (just add something to a room somewhere) and see if that works on its own. If it works, then you know it's not a problem with the game not recognizing your mods but a problem with the mod itself.
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Sarah Evason
 
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Post » Fri Nov 18, 2011 11:25 pm

Thanx for reply TheMagician :foodndrink:

Ok I understand why it don't works when I edit an already existing .esp. But I've already created "complety custom mods" (place armors, weapons in GSdocmichelhouse, create new object effects and add them to new items [the item disappear in this case], move a chair,....) nothing happen in game. When I reload the new .esp in Geck the modifications appear well in the render window. :sick:
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Lance Vannortwick
 
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Post » Fri Nov 18, 2011 7:55 pm

The only other thing I can think of is that you're using more than one mod that makes changes to the same object, in which case, only the changes made by the last mod will have any effect. If you want, you can send me one of your mods and I'll see if I can get it to work.
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Arrogant SId
 
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Post » Fri Nov 18, 2011 11:04 pm

I think that's a great idea :liplick: How can I send it to you ?
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Lucky Girl
 
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Post » Fri Nov 18, 2011 10:56 pm

Just upload it to 4shared or another file-sharing service and give me the link.
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SexyPimpAss
 
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Post » Fri Nov 18, 2011 5:27 pm

Great, there it is : http://www.4shared.com/file/skUf-EKI/ArsMod.html

It's just add a custom armor with custom effects on the gurney, in doc Mitchell's house.

[img]http://img835.imageshack.us/img835/2637/sansreuc.jpg[/img]
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Josh Dagreat
 
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Post » Fri Nov 18, 2011 12:01 pm

Loaded up fine in the Geck. Activated in FOMM. Seems to be working fine for me:

http://www.4shared.com/photo/f-oKEWw6/ScreenShot0.html
http://www.4shared.com/photo/__Max6Ty/ScreenShot1.html
http://www.4shared.com/photo/uMC1JhRR/ScreenShot2.html

I only have your mod and the official DLCs installed. Have you tried disabling all your other mods and just loading this one to make sure there isn't a compatibility issue?
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hannah sillery
 
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Post » Fri Nov 18, 2011 9:21 am

I don't understand anymore. :dead:

In FOMM : http://imageshack.us/f/213/sansreju.jpg/

In Game : http://imageshack.us/f/845/screenshot0b.jpg/

I think I've just to stop dreaming about mod this wonderfull game... :sadvaultboy:
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Mistress trades Melissa
 
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Post » Fri Nov 18, 2011 5:30 pm

Dont crush me if im wrong :flame: , because im a noob at thisbut have never had a mod NOT work. Umm i think what he is saying disableall your other mods accept the MOD in question.

IMO-Try rebuilding this mod and\or replacing the mod in a different location, i tend to use floors and to make sure it has the 3D render marks around it all the way as to not "glitch" (ex: Fall into the floor, get stuck inside a wall, or just plane get rejected).

But if everyone else on here says it works it sounds like a problem at your end of it (which is pretty obvious), i have just recently almost set fire to my PC tring to run this game on HQ or i would throw in $.10 instead of $.02 and give it a shot..I know its discouraging when it dosent work but dont stop modding it just because of that, try again! Then share it! :fallout:

I hate not getting answers when i ask questions, thats y im just throwing this out there. :rock:
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Jamie Lee
 
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Post » Fri Nov 18, 2011 5:42 pm

I'm stumped. The mod itself works fine. Anybody got any ideas?
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Yvonne Gruening
 
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Post » Fri Nov 18, 2011 11:30 pm

This is bizarre.

When you load up the game, with your mod activated, have you tried exiting and re-entering Doc's house? I'm not sure that will help you - I've never run into something like this either.

Another option is to add the armor to one of doc's existing containers -- it's not a good way to handle it, but it is an option. Or try adding your own container with the armor in it, maybe even outside of Doc's house, away from that particular cell.

Depending on how comfortable you are with the GECK, quests, and scripting, you could try running a script that will add the armor automatically to the character.

Failing all that, try to spawn it into the game with the console?
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Emma Louise Adams
 
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Post » Fri Nov 18, 2011 9:02 pm

Thanx to 57oH and GraniteDevil who trying to solve the problem too :bowdown:

1. Exiting and re-entering Doc's house => Nothing happened :unsure:

2. Add the armor to one of doc's existing containers => the armor doesn't appear in the container :glare:

GECK : http://imageshack.us/f/593/sansre01.jpg/

GAME : http://imageshack.us/f/809/screenshot2pk.jpg/

3. Outside of Doc's house => the armor doesn't appear (as expected) :confused:

GECK : http://imageshack.us/photo/my-images/51/sansre02.jpg/

GAME : http://imageshack.us/photo/my-images/191/screenshot3sc.jpg/

4. I'm not comfortable with the GECK at all... :brokencomputer:

5. Try to spawn it into the game with the console => Item not found :facepalm:

GECK : http://imageshack.us/photo/my-images/689/sansre03.jpg/

GAME : http://imageshack.us/photo/my-images/827/screenshot4fj.jpg/

If TheMagician can load my mod fine and if I can play well with other mods that I've downloaded from the net, I don't think that the problem come from me or my mod... Can it come from GECK version, game version, framework.net version, C++ version, directX version, etc... ? :eek:
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Kaylee Campbell
 
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Post » Fri Nov 18, 2011 3:03 pm

Hello. I have exactly the same problem. I have a french localized version and all DLC in french too. The launcher simply ignores my files but FOMM finds them. So I launch FOMM, check the mod, close FOMM and launch the game directly with fallouNV.exe, not with the launcher and it works.
I am 100% certain it is not related to the mod itself (I posted several and they work on everybody's computer, including mine) It is just a launcher problem but I don't know why.

before I discovered the FOMM option I had all the data folder copied to another directory /program files/Bethesda softworks/fallout, jus besides Fallout 3 and used the geck here. Then I copied the files to the steam directory and it worked too... Of course it takes a lot of diskspace but having all the resources of Fallou 3 directly available has some advantage.


Did you try to upload your mods to some hosting space and download them to see if they work like any other downloaded one ?
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Victoria Vasileva
 
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