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Game starts in NV and GECK is wonky

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JetpackAngel
Posts: 19
Joined: Tue Jun 09, 2015 7:14 am

Game starts in NV and GECK is wonky

Post by JetpackAngel » Tue Jun 09, 2015 8:41 pm

Windows 7 64-bit, don't know how much memory but it was custom-built to handle Skyrim on Very High graphics and does so beautifully even with hi-res textures (as long as I'm not running too many script-heavy mods), FO3 GOTY and FONV Ultimate are both from Steam. In fact, I just got NV in the latest Steam sale and installed it over the weekend, so everything I've downloaded for it is the absolute latest version. When I started playing, I noticed how similar it was to FO3, did some googling, and was excited that I'd be able to port armor mods from FO3 to NV without having to learn how to use Blender, and then I did further googling and learned of TTW.


My load order is exactly what it's supposed to be, according to the Alpha Download page; I've all but memorized that freakin' thing. I've made the changes to all three of the .ini files, and have triple-checked to make sure nothing is overwriting them. I removed Darnified, Readius, Fook, and a few others I don't remember but your page said they don't play well with TTW. And after all that, when I start a new game, I get the NV intro movie, the FO3 intro movie, and then wake up at Doc Mitchell's. For a while I was having trouble getting the main menu to show up, but I did more googling and I learned that it's because even if I use xEdit to change a master from FO3 to NV, NV is apparently extremely picky about what it will allow to be in its load list.


And if my NV is picky, my NV GECK is downright berserk. Can I modify an existing NV mod to create a new armor based off somebody else's? Yes. Can I create a new .esp and make a new gun from scratch? Yes. Can I load both mods alongside each other so I can copy one onto the other, or use the Merge script in xEdit to combine them, or even load both in xEdit and manually copy the records from one onto the other and have GECK actually load the result? Depends on the mods, the alignment of the planets, and how many animals I've sacrificed that day, but the answer is usually no. *table flip* It will start to load, and then the percentage at the bottom will simply stop, and GECK will go Not Responding.


I seriously have yet to figure out the pattern of what GECK will and won't load, but I've started screaming into couch cushions so I don't wake anybody up at night. I really, really, REALLY want to bring my house mod from FO3 into NV, since it's almost 1000 kb of nothing but architecture and items (since I suck at making NPCs), but neither GECK nor NV will load with it in my mod list and I really don't want to build the whole thing all over again from scratch... if the GECK would stop being picky about loading anything that was once related to FO3, that is.


And now I have to get to work. I eagerly await any insight whatsoever because I'm seriously about to give up.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

What mod manager are you

Post by RoyBatty » Tue Jun 09, 2015 10:49 pm

What mod manager are you using?


GECK has two settings you need to pay attention to, in GECKCustom.ini , bAllowMultipleMasterLoads=1 , and secondly, bUseMultibounds=0 (which you might have to turn back on for certain cells/worldspaces).


Also see here for converting FO3 mods https://taleoftwowastelands.com/content/fnv-edit-series-converting-fo3-mods


Modding the Fallout games, is similar to Skyrim, but can also be totally different. What applies to one, doesn't for the other.


NV GECK isn't as stable as the FO3 GECK, it's also HIGHLY recommended to use PowerUP Fork with it (NVSE plugin version). I have to run it as administrator, in Vista SP2 compatibility mode and also with visual themes disabled. It will also crash if you have a web browser open that uses Flash. It's best not to have anything else running which will use 3D at ALL.


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JetpackAngel
Posts: 19
Joined: Tue Jun 09, 2015 7:14 am

Thank you for the link about

Post by JetpackAngel » Wed Jun 10, 2015 7:19 am

Thank you for the link about converting FO3 mods! I'll definitely make use of that.


And I use FOMM.



JetpackAngel
Posts: 19
Joined: Tue Jun 09, 2015 7:14 am

So, this afternoon I

Post by JetpackAngel » Thu Jun 11, 2015 9:07 am

So, this afternoon I reinstalled the fomods. ALL the fomods. I don't know what went wrong last time but it works now, or at least the game does, and I can choose to start in V101.


As far as converting my FO3 mods goes, I followed the instructions in the .pdf to the letter and the game still refuses to load with any of them. The masters are in the right order, I don't understand, but I wanted to start playing about six hours ago (?!) but I cannot get my house into NV and between this and the morning's physical therapy appointment there's only so much not-functioning-properly I can take today. I'd slam my head against the desk but I'm already using my icepack elsewhere. What am I doing wrong?


Oh, and I downloaded that GECK fork thing but I haven't tried it yet. I don't quite feel up to blackout-raging and throwing my computer down the stairs.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Wait, the pdf? Why didn't you

Post by RoyBatty » Thu Jun 11, 2015 9:30 am

Wait, the pdf? Why didn't you watch the video?


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JetpackAngel
Posts: 19
Joined: Tue Jun 09, 2015 7:14 am

...Are there instructions in

Post by JetpackAngel » Thu Jun 11, 2015 9:44 am

...Are there instructions in the video that aren't in the step-by-step with-pictures .pdf? Fine. I will watch the video. I don't think I can take hearing the first thirty seconds of the FONV opening music until I calm down anyway.



JetpackAngel
Posts: 19
Joined: Tue Jun 09, 2015 7:14 am

Okay, so there were further

Post by JetpackAngel » Thu Jun 11, 2015 10:07 am

Okay, so there were further instructions in the video. But they don't seem to be counting for much because with my test file, I installed the Geck powerup and I ran it as administrator and Christ on a cracker that's a lot of warning boxes to click, and it's not recognizing a variable in the very first script, so I can't save to recompile, so I can't save an updated plugin, and I've been wanting to get this working so I could play the game six hours ago but it's not working and if I don't get it working soon then I'm going to put my fist through something. I need something to go right today.


Screw it, I'll just skip those scripts, I don't need to summon monsters anyway so why should I care if it can't compile variable Z for position? I guess I'm about to find out if the game will still run or if I'm gonna have to go back and delete those, and I just wanna play the fu--oh look, it's almost bedtime. Is it possible for a day to productively suck?



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

That an error, Z is a

Post by RoyBatty » Thu Jun 11, 2015 6:45 pm

That an error, Z is a reserved variable, change the name.


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JetpackAngel
Posts: 19
Joined: Tue Jun 09, 2015 7:14 am

Change what's name? The

Post by JetpackAngel » Thu Jun 11, 2015 8:03 pm

Change what's name? The variable Z? It's a GetPos/SetPos command, so doesn't it kinda need Z?


Also, unless the NV Geck is even crankier than Skyrim's in this regard, I think the reason I'm getting SO MANY ERROR MESSAGES is because I'm having to go through in xEdit and manually add back everything related to FO3 DLCs in my converted mods. Like, I tried loading my house in Geck and I must've killed fifty error boxes before it crashed. When I went back in Edit, everything that had been from a DLC was an Error, so I opened the same file in FO3 Edit and ran them side-by-side to see what those errors had originally been, and started to manually put the NV edition back together. (Which is going to take a long time. I used a lot of architecture from the DLCs.)


(To answer your earlier question, I didn't watch the video the first time because video tutorials tend to mumble at times and I'm a little hard-of-hearing. I had to put the vid in theater mode, squint really hard, and hold a speaker right up next to my ear to determine that I saw/heard the word "Freeside" as something I must delete every time.)



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I can assure you I don't

Post by RoyBatty » Thu Jun 11, 2015 10:18 pm

I can assure you I don't mumble (I get yelled at for talking too loud IRL), maybe you need a hearing aid?


If you have tons of errors, then you skipped a step or the conversion script didn't work because of something else. Are you using the latest FNVEdit?


That error creeps up when someone tries to define X,Y,Z as a variable, you can't do that. For Ex.


short z


Put the command in parenthesis if it still persists. (ref.GetPos z)


A lot of the stuff you see when using GECK powerup are not necessarily errors, think of them like compiler warnings. Except when editing scripts, if it complains then it IS an error and the script will not compile.


There's a few dirty edits that GECK adds to anything when you are working on TTW mods. The Freeside one, now also The Pitt entrance and a reference to FFEnclaveCamp11 or such.


If you still have issues I can convert your mod for you.


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