Some Geck Editor Warning

Post » Sat May 14, 2011 3:04 am

Usually, I would think that these Geck warning would fall under the category of ignorable. But I am having a small weird issue with a cell and I was wondering if anybody had any idea as to the cause of these particular warnings:

TESModelTextureSwap: Geom at index 0 was saved as 'LockerVault01:0' but is now 'LockerVaultDoor:0'. Object name: 'CLONE UCACELocker10'.
Not all texture swaps were performed.
Warnings were encountered during texture swap for model 'Dungeons\Vault\Accessories\LockerVault01.NIF'.

MODELS: Unidentified collision layer on model Clutter\EnclaveEncampment\DeathClawCage.NIF, object BASE Clutter\EnclaveEncampment\DeathClawCage.NIF

MODELS: Unidentified collision layer on model Dungeons\Enclave\Accessories\EcvWireBundleFloorMount01.NIF, object BASE Dungeons\Enclave\Accessories\EcvWireBundleFloorMount01.NIF

TEXTURES: BASE Dungeons\Enclave\RavenRock\WarRoomTable01.NIF : WarRoomTable01:28 is missing a Normal map


The first comes from a locker that I retextured, but the error seems to come from the nif, which I didn't touch.
The last three come from vanilla objects that I did not touch, so I doubt they are causing any problems.

The problem that I an encountering is that some users are experiencing intermittent CTDs or freezing when the player reaches a certain spot in the cell. My game doesn't have these issues, and both people who reported the issues said it only happened the first day they tested, but not on the second day.
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Fri May 13, 2011 11:42 pm

Hmmm interesting. I don't think any of these errors would cause a CTD. The objects referenced in the errors, are any of them close to the spot where the CTDs occur?

Cheers,

Miax
User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Fri May 13, 2011 10:48 am

I'm just guessing at this point. Without being able to re-create the CTD/screen freeze myself, its hard to pin down what might be causing it. Since I had a few Geck warnings, I though I would just check. None of the listed objects are directly near the problem location, but my cell did not have any room markers, so the entire cell was getting rendered. I just added some room markers and am going to ask them to test again. There is a trigger near the location that spawns some enemies - that seems a more likely culprit, so I'll disable its script for the new testing phase, just to see. There is also a disabled sentry-bot and a human idle marker within close proximity to the problem area along with 4 of the big enclave doors - that give their own NiControllerSequence warnings that all of these doors give no matter where they are used, so I dismissed these errors as ignorable for this problem.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Fri May 13, 2011 10:45 am

1) TESModelTextureSwap
Do you have a 'new' NIF file for this object? The unofficial patch has a new locker NIF. If you attach the texture sets to the vanilla version, but you later installed the unofficial patch, it has a new NIF and would use different slots now, thus giving you this error.

2) Unidentified collision
A lot of vanilla objects have this, I would not worry too much.

3) missing a Normal map
The mesh cannot find the normal map that should go with the texture. Or, the normal map was not made correctly and cannot be loaded. There are a number of vanilla objects with this issue. It may also be that no normal map was assigned to the NIF inside the NIF itself.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Fri May 13, 2011 8:58 pm

Thanks everybody for the info. I have decided that these warnings are not the cause of my issues, so this topic is done.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm


Return to Fallout 3