The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

GNR cell doesn't load.

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Post Reply
garlicred
Posts: 9
Joined: Sat Feb 15, 2014 8:17 pm

GNR cell doesn't load.

Post by garlicred » Thu Jun 19, 2014 8:50 pm

I make mod for TTW and I'd like to see what's inside GNR cell but wehn I try to load it, GECK crashes. This applies to GNR BattleGround and ChevyChase exteriors. Is there any way I can solve this?



Drewkey
Posts: 45
Joined: Mon Aug 12, 2013 9:57 am

Have you made the Geck large

Post by Drewkey » Thu Jun 19, 2014 10:57 pm

Have you made the Geck large address aware?


Are you using NVAC?


Are you using Geck Power Up?


Are you using ENBoost?


All of the above improve Geck stability and can be used together.



garlicred
Posts: 9
Joined: Sat Feb 15, 2014 8:17 pm

Drewkey wrote:

Post by garlicred » Fri Jun 20, 2014 4:36 am

[quote=Drewkey]


 


Have you made the Geck large address aware?


Are you using NVAC?


Are you using Geck Power Up?


Are you using ENBoost?


All of the above improve Geck stability and can be used together.


[/quote]


I was only using GECK PoweUp. After I installed everything except ENB Boost cell loaded but I coudn't choose an object or move camera. But with enb boost now I can. Thanks a lot!


Render window sometimes becomes white and I can't see the cell anymore(have to restart GECK) but at least now I can see all markerks before it happens. In fact, if I try to move render window to another position - it become like that.



Drewkey
Posts: 45
Joined: Mon Aug 12, 2013 9:57 am

I have never much messed

Post by Drewkey » Fri Jun 20, 2014 11:01 am

I have never much messed around with worldspaces and mostly use the Geck for scripting but I found the following by Lexx at No Mutants Allowed which might help:



Go to the cell you want to edit (not with double click, so the render window isn't loaded yet) and search for "Room-marker" or something like that. Edit it and move it on the z axis (in 3d data) with the prefix -50. Now you can load the cell and work in there. If you are done, click on the room markers again and take away the -50 again. Now you can save.



Not every interior cell has these markers. As far as I know, they are there for performance reasons, so you shouldn't delete them.




garlicred
Posts: 9
Joined: Sat Feb 15, 2014 8:17 pm

Doesn't seem to work. I could

Post by garlicred » Fri Jun 20, 2014 11:47 am

Doesn't seem to work. I could roam in cell fine untill I move render window somewhere else. I script too and I needed to know name of vanilla marker, that's why I wanted to get in this cell. And I found it! Thanks you guys.



Post Reply