A Problem I have.

Post » Thu Jul 22, 2010 10:24 am

Hey, I'm new to modding and with this mod I have been making, I've encountered a problem.

I've edited two areas, Chevy Chase and Dupont, and now whenever I test and go to those areas, the game crashes.

I figured that the closest possibility to why it is crashing is that I have deleted something I shouldn't have, because when I was editing these areas, I did something pretty stupid and started deleting collision boxes, Multibound Boxes, etc. because I thought they wouldnt be needed because the mod was designed after you completed the game and that it was alot easier to edit the areas without those boxes.

If there are any Ideas at all on how to fix this, please, I'll would like to know so I can fix this, and not have to start from scratch agian.
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priscillaaa
 
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Post » Thu Jul 22, 2010 7:28 am

You have committed one of the Geck's big no-nos. You should get and install FO3Edit and then undelete those records, or simply remove the vanilla overrides from your mod to return the vanilla content back to its original form. Never, and I mean NEVER delete vanilla content as it will lead to a variety of problems. If you want something out of the way, just mark it as initially disabled, or move it below ground or the like.
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Jennifer Munroe
 
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Post » Thu Jul 22, 2010 8:09 am

And its not a good idea to delete or otherwise move markers and other important objects in a cell. Even if you think its after those objects are used. There are quests and scripts tied to those things and removing them most likely will cause CTD's. I am sure you probably got warning messages, "Are you sure you want to delete that?"

If they are in your way, just click on it and hit the '1' key twice to make it invisible. You can press F5 to make them visible again.
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Isaac Saetern
 
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Post » Wed Jul 21, 2010 7:15 pm

Ok, I'v learnt my leason, thank you for replying and explaing what I have done wrong and should not do agian. So if I download FO3 edit, would I be able to keep all my other progress from the mod? Or just return the vanilla state of that particular cell?
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hannaH
 
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Post » Thu Jul 22, 2010 9:56 am

You have pulled what I call a "Raider Encampment all over again". Back on my old mod, I edited a chunk of the wasteland and just deleted a bunch of stuff, and it made alot of huge problems. Eventually leading to me having to completely remake the area from scratch. In FO3edit you can keep your progess. Open it and load your mod, then rclick and say filter, only check conflicts from master then hit apply. Then right click and say undelete and disable references. That undeletes everything and just makes it initially disabled (like its deleted ingame but still technically there.) this is what you want.
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Erin S
 
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Post » Thu Jul 22, 2010 1:40 am

You have pulled what I call a "Raider Encampment all over again". Back on my old mod, I edited a chunk of the wasteland and just deleted a bunch of stuff, and it made alot of huge problems. Eventually leading to me having to completely remake the area from scratch. In FO3edit you can keep your progess. Open it and load your mod, then rclick and say filter, only check conflicts from master then hit apply. Then right click and say undelete and disable references. That undeletes everything and just makes it initially disabled (like its deleted ingame but still technically there.) this is what you want.


I'm sorry about what happened to your old mod. Ok so I've opened FO3Edit and loaded that paticular mod, but I don't know where to right click, I've tried every where and there are no options to filter.
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adame
 
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Post » Wed Jul 21, 2010 6:56 pm

I'm sorry about what happened to your old mod. Ok so I've opened FO3Edit and loaded that paticular mod, but I don't know where to right click, I've tried every where and there are no options to filter.

Doh I'm sorry, right click on the tree for you mod (on the left) then say apply filter.
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Mr.Broom30
 
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Post » Thu Jul 22, 2010 5:52 am

Doh I'm sorry, right click on the tree for you mod (on the left) then say apply filter.


This may be a problem, but I dont have a tree. The left column is empty when I load the mod I'm working on.
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City Swagga
 
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Post » Thu Jul 22, 2010 8:57 am

This may be a problem, but I dont have a tree. The left column is empty when I load the mod I'm working on.

Hmm... Are you waiting for it to load? It may take 10-30 seconds depending on your mod size and computers speed. Also make sure you load it properly. When you open the program double click your mod. It will load that and any masters (probably just fallout3.esm)
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Cartoon
 
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Post » Thu Jul 22, 2010 3:41 am

http://s779.photobucket.com/albums/yy80/HupOranje/FO3Edit1.jpg
http://s779.photobucket.com/albums/yy80/HupOranje/FO3Edit2.jpg
http://s779.photobucket.com/albums/yy80/HupOranje/FO3Edit3.jpg
http://s779.photobucket.com/albums/yy80/HupOranje/FO3Edit4.jpg

Here is a pictorial of what to do...

(Pic1) Open FO3Edit and load your mod, click the "view" tab (Pic2) and make sure you see the word "finished" at the bottom of all the output. If you don't see this, then your mod is too corrupt for FO3Edit to load and you should see some info on what went wrong so you can fix it in the Geck. Hopefully you will be able to get it to the point that FO3Edit can load it. Right click on your mod name on the left side panel (or anywhere in the white area) and select "Apply Filter". Make sure only "Conflict status inherited by parent" is ticked (pic3) and click the "Filter" button. When the filter is finished, you should see something like pic4, expand the tree and scroll to the bottom to find "WorldSpace". Expand that and look for something that signifies the area your were working on. Unlike GunMasters95's advice, I would not simply undelete and disable all of the records that the filter finds as you would most likely be disabling objects that aren't causing a problem. Instead, I would simply start by highlighting individual objects and/or whole branches in this part of the tree, then right clicking on them and choosing "remove". That will remove the record overrides of the vanilla objects from your mod and put them back to their original locations and settings. You can then check if your mod yields CTDs and start to move/disable only those objects you want. Its slow and painstaking, but really the best way to go about fixing this issue.
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Lilit Ager
 
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Post » Wed Jul 21, 2010 9:51 pm

Ok I've followed these steps, It's really weird, I load the mod (I checked only 1 box hich was the mod) and I have all the DLCs to Fallout 3, and all of them are masters, but I didnt tick them this time.
So anyway,I loaded the mod, and then it did its thing and downat the bottom it saids finished, still no tree, and I went view and there is nothing.

Just to see if I was following the first step, I tried it on the Fallout 3 Masterfile, worked perfectly.
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Neliel Kudoh
 
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Post » Thu Jul 22, 2010 7:37 am

is there any other way I can fix this problem?
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Marcin Tomkow
 
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Post » Thu Jul 22, 2010 7:27 am

The only other way to fix this is to restart your mod with a new .esp file. The only reason it would not show a tree, is if you dont have a file that is one of its masters. Are the only masters the FO3 and DLC ones? If so, and you have them all it should work.
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ILy- Forver
 
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Post » Wed Jul 21, 2010 8:50 pm

If you want, PM with a link to the file and I'll take a look at it for you. What you are experiencing does not sound "normal".
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Dominic Vaughan
 
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Post » Thu Jul 22, 2010 12:15 am

Ok, this may sound tupid, but how do I put the file online?

And thankyou for helping me so far Gunmaster, WillieSea and pkleiss

But I do understand, I've followed the demonstrations with the masterfiles, works fine. Something odd is going on. I'll have a think about what it could be on my computer perhaps that has affeted the fileand its directoies.

But yeah, if you can tell me how to put the file online, I'll put it on my website or Nexus, which ever one is easier or you recommend.
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Eduardo Rosas
 
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Post » Thu Jul 22, 2010 12:30 am

Ok, this may sound tupid, but how do I put the file online?

And thankyou for helping me so far Gunmaster, WillieSea and pkleiss

But I do understand, I've followed the demonstrations with the masterfiles, works fine. Something odd is going on. I'll have a think about what it could be on my computer perhaps that has affeted the fileand its directoies.

But yeah, if you can tell me how to put the file online, I'll put it on my website or Nexus, which ever one is easier or you recommend.


You can do it quickly by going to www.megaupload.com or www.mediafire.com

Both of those sites allow you to upload a file. Then just copy and paste the link to it in a PM or on this thread.
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Milad Hajipour
 
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