GECK MEGA ISSUE, please i need help!

Post » Fri May 04, 2012 5:51 am

Hello GECK masters and modders!

i have a mega issue with my geck and my Fo3 Goty retail version

i fire up the GECK, make a player home in a wasteland cell, looks and feels great and happy with my work, i save it as an ESP file, and put it in the data folder of Fo3, as a normal mod like anyone else would.

i have the ESP file load after all ESM files, like normal

load up Fo3, head to the place i made my own home, none of the stuff i made is there? strange...

anyways i have the newest version of the geck and updated correctly.

so here is my question, Why does none of my stuff ever show up in the game world? i have deactivated all other mods and am just running the base Fo3 ESM with my player made home esp file.

i have followed the GECK page instructions to the letter over and over, and still nothing works. i have posted this issue on multiple sites and not one single person can help me and my issue, im not sure if this is allowed but here is a link to the Nexus forums where ive recived help from alot of ppl, but none of them can help me,also the thread i made there will explain more on whts happened. either post here or there with any kind of info u can to help with why none of anything i make will show up in the Fo3 game world.... LINK-------> http://www.thenexusforums.com/index.php?/topic/521447-geck/

also here is the ESP file to see if u guys cant find if i did something wrong http://www.mediafire.com/?tt9evbtgdewzfwn
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Big mike
 
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Post » Fri May 04, 2012 4:26 am

is the "stuff" not showing up in another .esp file?
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lolli
 
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Post » Thu May 03, 2012 5:20 pm

ive tried making other ESP files, they do not work either
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Mariaa EM.
 
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Post » Thu May 03, 2012 5:14 pm

Are you sure your running the FO3 version of the GECK? After a reinstall I accidentally installed the FNV GECK to my FO3 folder, it worked fine but, when I tried to test my new mod nothing showed in game. It took me a while to figure out what I did wrong.

Launch the GECK, Look at the "Splash screen" to see if it says FO3 or, FNV. For me this only lasts for a split second but, once I saw the logo I knew what mistake I made. FNV GECK will run and open FO3 and allow you to mod it but the .esp's will not work in Game.

Hope this helps

cev

P.S. other signs your using the wrong GECK, No errors warnings, lighting doesn't automatically show changes and, you have to use F5 to refresh render window, No spellcheck. possible multibound issues.
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Romy Welsch
 
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Post » Fri May 04, 2012 3:02 am

well with help from others ive managed to get my stuff to show up, it was the NV geck i was trying to use, i now have the correct updated version, and right now i am trying to make my home, im trying to delete trees from an area so i can build there, but they still show up in game even after ive deleted them and saved the ESP without the trees, ive also tried the "Initially disabled" on the trees but it makes Fo3 crash before i even get to the main menu.. does anyone know why? and how to make the trees go away, ive even tried the tree LOD thing but tht dont work either.
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Russell Davies
 
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Post » Thu May 03, 2012 5:46 pm

Deleting trees is a rough thing. (first off you should never Delete any vanilla objects!) Set them to "initially Disabled" and move them below ground.

Trees have LOD, unless you know what your doing and, have an extremely powerful rig, Re-generating LOD for the entire wasteland is out of the question. I would say your best bet is to move your home away from the trees and leave it at that.

Hope this helps,

cev
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Mashystar
 
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Post » Thu May 03, 2012 7:01 pm

You should do a CLEAN install of Fallout 3 first, install it to:

C:\Fallout 3

This will enable you to load mods and work with the GECK.

Loading your mod, you need to load the splash screen, then click 'DATA'.

now check the name of your mod to enable it.

startup the game and check if your mod is working =D
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Calum Campbell
 
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Post » Fri May 04, 2012 4:03 am

Just so you know, the problem of deleting objects in the original master also happens in Morrowind CS, where the engine simply ignores your deletes and everything remains the same. My solution was to attach a script to any object I want to delete and have it delete itself, which worked like a charm. I just now started my GECK modding learning curve and know very little at the moment so I'm not suggesting you do this, but just putting it out there as an idea.
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Annika Marziniak
 
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Post » Fri May 04, 2012 12:09 am

Try running the G.E.C.K. as an administrator when you save it
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Natasha Callaghan
 
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