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GECK won't load converted mod

General help and troubleshooting.
DaWrecka
Posts: 20
Joined: Wed Nov 26, 2014 8:22 pm

I've not followed all your

Post by DaWrecka » Thu Nov 27, 2014 8:47 pm

I've not followed all your instructions yet; I felt the need to comment on the first paragraph before I start.


[quote=JaxFirehart]...maybe your sorting doesn't do anything, maybe it does. But I can tell you that sorting is a very touchy issue with TTW, it was built using very specific ordering on the assumption that the DLCs are ordered in release order.[/quote]


That's... utterly bizarre. The Pitt uses DLC01 in all of its Editor IDs and Operation Anchorage uses DLC02, so I'd always assumed that The Pitt had been released first. (I didn't actually take an interest in Fallout 3 until all of its DLC had been released) And yet, according to The Vault, Operation Anchorage was indeed released first. That... makes no sense to me.


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DaWrecka
Posts: 20
Joined: Wed Nov 26, 2014 8:22 pm

So here's what I've got so

Post by DaWrecka » Thu Nov 27, 2014 9:41 pm

So here's what I've got so far;


*) I restored my TTW ESM by opening the FOMOD in 7zip and extracting that one file. (God, I love 7zip)

*) After that, I changed my load order, placing Anchorage.esm between Fallout3.esm and ThePitt.esm.

*) I admit, I skipped the installation steps. They involved downloading an older version of FNVEdit than I already had (I'm using 3.0.32)

*) I made a backup of my current converted file, then deleted the original. Then I took the SOURCE file, and made a duplicate of that, calling it 'GhostArmor HGEC - Conversion TTW.esp'

*) When I opened the duplicate in FNVEdit, I only ticked TaleofTwoWastelands.esm and 'GhostArmor HGEC - Conversion TTW.esp' - I knew that FNVEdit was smart enough to load TTW's masters itself.

*) After I'd done the Right-click>Sort Masters operation, the masters list of 'GhostArmor HGEC - Conversion TTW.esp' matched the order on the Alpha Download page, from its contents to the order, and I didn't need to move Fallout3.esm anywhere.

*) I closed FNVEdit, reloaded the plugin, and ran the TTW Conversion script. I let it run, and once it was done, I saved and closed FNVEdit. (The conversion script didn't manage to convert EVERY reference; I'll be compiling a list of the references it missed and what they should be changed to shortly)

*) I opened the file in GECK, aaaaaaaaaaaaaaaaaaaaaaaand it barfed in the exact same way as normal. Sigh.



Alright, I'm going to do the deletion dance now. Anyone know any voodoo that could give GECK a human body so I can stab it in the eyes?


Jesus loves you. Then again, so does Barney.

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RoyBatty
Gary
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Location: Vault 108

I think maybe your custom

Post by RoyBatty » Fri Nov 28, 2014 12:02 am

I think maybe your custom theme program doesn't work with the GECK? It doesn't look like the built in classic theme of windows 7, the proportions are like XP's, they are screwed up in win 7 and up. That's why I thought you were using XP still.


So I will assume then you have made GECK LAA aware? Have you tried setting the compatibility mode to Vista SP2 ? You do run it as Admin? (even if you have an admin account, windows 7 can be stupid about this).


 


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DaWrecka
Posts: 20
Joined: Wed Nov 26, 2014 8:22 pm

Doing the Deletion Dance! Yay

Post by DaWrecka » Fri Nov 28, 2014 12:43 am

Doing the Deletion Dance! Yay!

*) Deleted Activators/ACTI: no effect

*) Deleted Addon Nodes/ADDN: no effect

*) Deleted Armor Addons/ARMA: no effect

*) Deleted Armor/ARMO: no effect

*) Deleted Cell/CELL: no effect

*) Deleted Worldspace/WRLD: GECK takes a REALLY REALLY REALLY long time to eventually crash. Hmm.

*) restored backup, deleted WRLD again. GECK went back to loading-without-loading.

*) Re-deleted the other groups: loading-without-loading.

*) Deleted Container/CONT: no effect

*) Deleted Creature/CREA: no effect

*) Deleted Effect Shader/EFSH: no effect

*) Deleted Scripts/SCPT: No effect

*) Deleted Navigation Info Map/NAVI: "Will it blendload? That is the question!" and the answer is "yes"!

*) Restored backup, and this time deleted just the NAVI group: dammit, loading-without-loading again.

*) Deleted CELL and WRLD: loads.



Okay. Progress. Unfortunately, CELL has something like 70% of the records in this plugin.



*) Let's be absolutely sure here I haven't been a total derp here. Restored backup, re-ran the Conversion script; it didn't actually change anything, although I did notice a LOT of unresolved references still in WRLD. Still, closed FNVEdit without doing anything else, including deleting things, then made a new backup. This backup I tried to load into GECK: and loading-without-loading again.

*) Deleted CELL and NAVI: and it loads. <insert unintelligible screaming here>

*) Restore backup, delete CELL alone: loading-without-loading. Logically, this means the problem is in NAVI... right?

*) Restore backup, delete NAVI alone: loading-without-loading. I'm not sure whether to scream or headdesk.


[quote=RoyBatty]I think maybe your custom theme program doesn't work with the GECK? It doesn't look like the built in classic theme of windows 7, the proportions are like XP's, they are screwed up in win 7 and up. That's why I thought you were using XP still.


So I will assume then you have made GECK LAA aware? Have you tried setting the compatibility mode to Vista SP2 ? You do run it as Admin? (even if you have an admin account, windows 7 can be stupid about this).[/quote]


In order: My theme program is RightClickDesktopAndChoosePersonalise, I've got a customised theme based on Windows Classic; I have now, hasn't helped much; I have now, doesn't help; and finally, running as Admin doesn't help.


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RoyBatty
Gary
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So exactly which of those

Post by RoyBatty » Fri Nov 28, 2014 10:39 am

I don't know what you are doing wrong at this point... but the armor took me less than 30 mins to do. I didn't test it or anything, but it should work.


I fixed the script errors, also NVSE does not support AddSpellNS so I changed them to AddSpell, so you may or may not see messages when you get the spell effects.


I changed it to an esm as it edits navmeshes and also has new navmeshes and they will be broken or degrade over time if it's an esp. This also fixed one ONAM record, I didn't load and resave it in GECK in case there are other overrides, you may want to do so.


I did not check to see if there were any magazines/books needing changed, or .32 ammo , or shotgun shells, or glowing mushrooms etc, you can do that stuff if you want as I am not interested in the mod. The grip is wrong on some of the guns and probably the animations for reloading too, you can fix those also.


I'm not going to bother with xCalibr, you are either doing something wrong, or your setup is broken beyond repair.


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sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

A tiny little comment to the

Post by sesom » Fri Nov 28, 2014 1:03 pm

A tiny little comment to the DLC confusion. The Pitt was meant as first DLC for FO3 but Bethesda did finish Anchorage earlier. So this one was released as first DLC even if DLC02 can be found in Geck for Anchorage.


I strongly recommend not to use any other loadorder for the DLCs then the one that TTW uses. It's chronological sorted how the DLCs where released and it's the most useful and compatible method.



DaWrecka
Posts: 20
Joined: Wed Nov 26, 2014 8:22 pm

...I'd been kinda hoping that

Post by DaWrecka » Sat Nov 29, 2014 8:19 pm

...I'd been kinda hoping that GECK wouldn't load this file either, since that would point to the problem being with GECK or my setup in some other way, which would theoretically be easier to localise and fix...

Obviously, that wasn't the case.

I guess I really am going to have to right back to square one and go over every single stage of the process with a fine-tooth comb...
Jesus loves you. Then again, so does Barney.

DaWrecka
Posts: 20
Joined: Wed Nov 26, 2014 8:22 pm

Balancing "not wanting to re

Post by DaWrecka » Sun Dec 21, 2014 4:39 am

Balancing "not wanting to re-bump old topic" with "I get really goddamn tired of reading forum topics which discuss the problem I'm having but don't ever give a solution that works", I'm posting this so that the topic can be closed;



The problem was that my main Fallout NV ESM had a filename on the hard disk of "falloutnv.esm", in lowercase, instead of "FalloutNV.esm". Yeah. Words cannot express my rage. Once I renamed the file, the TTW Conversion Script ran perfectly, and the resulting files would load in GECK without complaint.
Jesus loves you. Then again, so does Barney.

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

Thanks for posting the

Post by RoyBatty » Sun Dec 21, 2014 9:10 am

Thanks for posting the solution in case someone else experiences the same problem. That's very strange that the file got renamed somehow, and it's even stranger that the script or GECK would have a problem with that. But that's random weirdness for you.


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TJ
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Joined: Mon Sep 17, 2012 1:06 pm

Closing. See solution 2

Post by TJ » Mon Dec 22, 2014 3:30 pm

Closing. See solution 2 comments up.


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