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I somehow edited FreesideTrainStation, but never...

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Four Dyce
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

I somehow edited FreesideTrainStation, but never...

Post by Four Dyce » Fri Mar 21, 2014 2:35 pm

So I was working on a mod which adds NV mods to Fallout 3's unique weapons. Finished it but then ran it through FNVEdit to check for unintended edits, and it bloody-well found one. Apparently even though I never even had any cell loaded into the render window throughout the entire process, I've somehow edited FreesideTrainStation in FreesideNorthWorld. Swear to God I never even opened the area....not once. Why would I, there was no need as I was only working with a few weapons.


Sigh, anyway using FNVEdit I removed the edit. Then reloaded it into FNVEdit to check. It wasn't showing anymore, but to double check I loaded the mod in the GECK but the edit in FreesideTrainStation is still there.


I don't get it help.


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Yeah. This is a pretty common

Post by TrickyVein » Fri Mar 21, 2014 2:44 pm

Yeah. This is a pretty common dirty edit with 2.4. I don't know why. 



Four Dyce
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

Ah, thanks for the reply.

Post by Four Dyce » Fri Mar 21, 2014 3:02 pm

Ah, thanks for the reply. Thought I was going crazy.....er.


I'll just have to make a mention of it if and when I release it.


Would there be any issues with it?


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

The simple act of loading a

Post by JaxFirehart » Fri Mar 21, 2014 4:07 pm

The simple act of loading a TTW plugin in the GECK causes this problem. So long as you clean it with FNVEdit before release, it will remain clean.



Four Dyce
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

Right, gotcha.

Post by Four Dyce » Fri Mar 21, 2014 4:26 pm

Right, gotcha.


Cleaned it, now just making sure the mods in-game are applied correctly.


Tyvm.


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