when i try to recompile the scripts for the tsc commander mod geck crashes on can anybody help
Mothership Zeta Crew Discussion
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tizerist
- Posts: 235
- Joined: Mon Sep 17, 2012 10:24 am
You could just use the F3
You could just use the F3 mods that do that. I'm gonna be doing that later today. It's easy to convert these types of mods. You could be waiting a while for a TTW plugin, who knows?
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cjb135691
- Posts: 137
- Joined: Fri Nov 09, 2012 5:20 am
I looked around and i didn't
I looked around and i didn't see any other posts for this so i thought i would ask it. Has there been any thought as to making a plug in or something that will allow full access to the whole ship after completing the dlc. I know there are mods that do this.
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cjb135691
- Posts: 137
- Joined: Fri Nov 09, 2012 5:20 am
Could never get that running
Could never get that running and I just got my mod content down to a safe level and eliminated a severe world wide texture issue it was creating that was trashing the entire game. So i'm kinda afraid to install anymore mods now and risk having all the texture issues come back again. I know absolutely nothing about mod technical editing techniques accept for changing a mods master in FNVEdit and maybe changing a few things here and there on a mod in geck. so i don't reall what to try all that stuff and risk creating problems i can't fix.
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Shadow
- Posts: 40
- Joined: Wed Jan 09, 2013 3:11 am
Why don't you just use Zeta
Why don't you just use Zeta Crew? It does that and a whole lot more.
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Shadow
- Posts: 40
- Joined: Wed Jan 09, 2013 3:11 am
No idea why it wouldn't work,
No idea why it wouldn't work, it's exactly the same as any smaller mod. Just drop the folders in your data directory, change the master to FalloutNV.esm, active in a mod manager, and then make sure archive invalidation is activated. Not exactly very hard. Even a beginner should be able to figure it out in a relatively short amount of time.
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Combined four threads on
Combined four threads on Mothership Zeta Crew into one.
Please search before posting new threads - it is very helpful for others to have all information and questions about a particular subject in one place! ![]()
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tizerist
- Posts: 235
- Joined: Mon Sep 17, 2012 10:24 am
Ok, thanks, one thread is
Ok, I've been trying to recompile MZC for hours.
Firstly, I can now load up the nvse version of geck. Now, because MZC requires multiple masters you have to apply the bAllowMultipleMasterLoads=1 trick to the geck's ini. Done that. After I choose the mod from the list, geck tries to load it, but crashes every time, even after trying Windows Data Execution and CFF explorer.
I'm stumped. I guess this is a massively complicated mod, totally not designed to work on the nv geck, and I'm just a newbie to this stuff. I'll try again tomorrow I think.
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Shadow
- Posts: 40
- Joined: Wed Jan 09, 2013 3:11 am
Worked fine for me. Just don
Worked fine for me. Just don't set MZC as the active file, instead save everything as a new plugin when you get it loaded. I crashed originally, but I think that fixed it.
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tizerist
- Posts: 235
- Joined: Mon Sep 17, 2012 10:24 am
Still crashes even if I set
Still crashes even if I set it as plugin file.
Actually this also happens with F3's 'Mini Hideout - Katanas'