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

Game starts in NV and GECK is wonky

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
JetpackAngel
Posts: 19
Joined: Tue Jun 09, 2015 7:14 am

I am indeed using the latest

Post by JetpackAngel » Thu Jun 11, 2015 11:17 pm

I am indeed using the latest NV Edit. Like I said, I only installed NV this most recent weekend, so everything I've installed for it is new. And I converted both my test mod and my house mod exactly like the video told me to, with no steps skipped.


I might take you up on your offer to convert my house, if you can't answer this question: in Edit, I've been clicking on each "Error: Could not be resolved" and typing in the EditorID to get it to what it needs to be, but that's incredibly time-consuming. One time, however, I don't know if I hit an arrow key or I clicked the mouse a certain way or something but it jumped straight to the reference I needed without having to type it in and I haven't been able to do that since. Was that a fluke or is this an actual shortcut that comes with a keystroke or mouse click or something?



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

Taking a break from that, I'm

Post by JetpackAngel » Fri Jun 12, 2015 12:26 am

Taking a break from that, I'm going to run a little experiment. I'll convert a mod and you tell me what I'm doing wrong. I'll use Point Radio, since it's a fairly simple mod that also happens to rely on a DLC.


1. Download PR and an optional plugin to C:\\Games\Steam\SteamApps\Common\Fallout New Vegas\mods.


2. Use FOMM's Package Manager to add fomods for them, activate the Point Radio fomod to get all the songs, then activate-and-overwrite Point Radio Wasteland Edition so I can hear the station in places other than Point Lookout.


3. Open Edit, activate FONV and its DLCs, FO3 and its DLCs, TaleOfTwoWastelands.esm, and PointRadio.esp.


4. Right-click Point Radio, add all the masters. Right-click again, Sort Masters. Check the file header to make sure masters are in the right order, close to save.


5. Open PR in Edit again, double-check file header for master order because why not, right-click, Apply Script, TTW Conversion Script, OK, close to save.


6. Right-click the Geck Powerup, Run as Administrator, load PointRadio.esp and set it as the active file, click "yes to all" 18 times (I counted), go to Scripts, expand the FormID column so I can click the top of it, see only one at the top with an asterisk, open the script, save the script, save and close the Geck.


7. Re-open PointRadio.esp in Edit, check file header again to see masters are still there and in order and the version number is updated, expand Worldspace for edits, check these edits, wonder why it's "Capital Wasteland" when the seat of government is in the Capitol and not an uppercase letter, delete entry for Freeside, The Pitt, and that Enclave camp, right-click to check for errors because that's always a good thing to do, close Edit to save.


8. Load game, be glad that I changed the main title theme to FO3's since the NV theme had started to create a sort of Pavlovian anger response, load save, check pipboy, start Point Radio, become happy, close game.


Okay. So I did that right. That is the exact same way I did my house. What's going on?



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

That is completely correct...

Post by RoyBatty » Fri Jun 12, 2015 2:37 am

That is completely correct... I dunno maybe a glitch in FNVEdit, it happens. Try it again.


 


Image

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

At this point I'm over

Post by JetpackAngel » Fri Jun 12, 2015 9:17 am

At this point I'm over halfway through putting all the references back into my house mod, so I don't see the point of going back and starting all over again. (Yes, I'd make a backup, but still. It's the principle of the thing. I started it, I'm gonna finish it.) And it turns out that Point Radio isn't working right, after all: every individual sound bite or song only lasts for three to five seconds before a different one jumps onto it. The other radio stations from FO3 that I've converted (GNR, Enclave Enhanced, Tenpenny Radio) are all working fine. Should I convert PR again, in case of a glitch?


Due to my OCD and my old mod-team days, I also can't help still being in bugfinding mode: The Overseer's desk was a missing mesh so hacking the terminal was unnecessary, and half of the buildings in Megaton are giving me a clear-as-crystal Galaxy News signal and yet I lose it completely if I walk outside. It immediately becomes perfect again if I leave the Megaton worldspace for the Capitol Wasteland, or at least it was perfect all the way to Super Duper Mart. I can't enter the store, though, through either door or through `coc because I CTD, so I'm assuming there's a mesh or something in there that my game doesn't like.



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

The Galxy News signal is a

Post by Risewild » Fri Jun 12, 2015 9:49 am

The Galxy News signal is a TTW bug, so you do not need to crack your head trying to find the cause angel.


Signature:

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

Oh, okay. Good to know. Well,

Post by JetpackAngel » Fri Jun 12, 2015 11:26 am

Oh, okay. Good to know. Well, while I'm at it and before I go to bed, Deputy Weld wasn't wearing his hat and star, I had to placeatme the two quest activators from Super Duper Mart since I can't enter the cell, some of the Fire Ants are okay but the rest of them are about the size of Giant Frostbite Spiders, and since I have trouble hearing lower pitches, I have the volume turned up (plus subtitles), and some of the vocal distortions caused by power armor helmets are almost painful, like the b and p sounds.



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

Deputy Weld doesn't have a

Post by RoyBatty » Fri Jun 12, 2015 8:54 pm

Deputy Weld doesn't have a hat and star, that's a mod from pintocat. It was included in FWE ;)


I remembered there being things too, that were actually part of FWE and not vanilla.


The helmet and intercom distortions do not work properly due to a change in the audio engine. That goes for wasteland music, radio static, holotape static and other things too... some of the these things have been worked around, some of them have not.


TTW also does not fix vanilla bugs in the game (except a few like Gary exploit). TTWFixes addresses such things.


Image

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

Oh. Shame. I really loved the

Post by JetpackAngel » Sat Jun 13, 2015 8:52 am

Oh. Shame. I really loved the idea of the townsfolk throwing a hat on him. I didn't know it wasn't an original part of him because I've never actually played a modless FO3. I had all the 'essential' mods before I ever started it, mostly because I know Bethesda games too well and I didn't want to be frustrated by game-breaking bugs, or disappointed by the ridiculous amounts of half-assed things because they had to meet a deadline or budget constraint or something. (In my defense, I got FO3 after Skyrim, and I played Skyrim less than a week before getting all of the 'essential' bug-fixing mods. One benefit of getting games late is that I don't ever have to wait for a good mod team to come out with bugfixes: they're already out and more or less stable.)


I'm still working on putting my house back together, but taking a break because staring at fullscreen Edit for hours at a time has started to give me a serious headache behind the eyes, and this is with my monitor set a bit redder than normal to try to reduce eyestrain. Perhaps you could help with one of the house's masters, though: Mini Hideout, because I love that little space and it was the first mod I'd found with mannequins. I couldn't copy the script over and use it to make mannequins in my house, though, because it had a variable that the game didn't recognize and wouldn't compile (which makes me wonder how these people manage to get theirs to compile), so I just converted it to an .esm (because I got tired of having to re-add it as a master) and went on my merry way.


Now, in NV, the game will load with the converted-to-NV Hideout, but I still couldn't recompile the script, which I guess is why one of the mannequins keeps following me. I'd be in Greyditch, rooting around in the houses, and then I'd turn around and THERE IT IS with that dark armor and the helmet with glowing eyes I'd stupidly given it. Wasted more than a few bullets because it scared the piss out of me. And again in Marigold Station. And AGAIN in that building in Falls Church where you rescue the Brotherhood initiate. It's even blocked a door once, and it's starting to get REALLY CREEPY, and if I see it appear in Vault 106 I'm going to legitimately wet myself.


When I do finish putting my house back together, if it still won't load in GECK without crashing then I'm probably going to ask you to take a look at it. It's at this point that I should probably mention, it's not really a house, it's a Vault, with three levels of the Vault tileset, two levels and two complicated standalone rooms of Enclave, and thankfully I didn't get very far building the levels with the Zeta tileset so it'd actually be faster to start those from scratch. I may suck at NPCs, but I'm sort of a compulsive modder when it comes to architecture.


Note to self: when Vault is rebuilt, start new game, and this time try to figure out which mod was causing me to crash after the "six years later" video.



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

heh sounds creepy allright,

Post by RoyBatty » Sat Jun 13, 2015 10:53 am

heh sounds creepy allright, never heard of mini hideout.


Doesn't seem like it should be hard to convert yours unless it's full of errors.


Crashing at the birthday scene is probably readius or a familiar friend.


Image

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

I haven't actually edited

Post by JetpackAngel » Sat Jun 13, 2015 7:09 pm

I haven't actually edited Mini Hideout--well, not in F03. I added a reloading bench and hot plate for NV, but that would only take me like five seconds to do again.


And I was crashing at the one after you kill your first radroach, and then there's a timelapse movie, and I was crashing before Dad could appear and tell me I wasn't really sick and so I had to take my GOAT.



Post Reply