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Need some help with an error making a mod patch

General help and troubleshooting.
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Jezz_X
Posts: 33
Joined: Fri Feb 06, 2015 5:43 pm

Need some help with an error making a mod patch

Post by Jezz_X » Mon Mar 30, 2015 4:43 am

Hi guys/gals basically I'm trying to make a patch for the TTW realistic world lighting to add in rain to it.


Now I don't have any problems actually making this happen and making it work (In fact it works quite well) when I edit the original esp that's uploaded here in geck.  But when I try and make a patch esp for it instead of editing the original all the changes I make to the the climate section just have "Null pointer reference" in all the bits I've changed instead of the proper values when I view it in fnvedit.


So I ask am I missing a step here like setting a proper master? I'm pretty new to this geck stuff so assume I know nothing but like I said I get it working fine when I edit the original esp just making a extra esp that changes things in the original fails


And obviously I'd would like to make a patch so I can upload it here for other people to use


Thanks for any insite in advance


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Do it in FNVEdit. It will be

Post by TJ » Mon Mar 30, 2015 2:48 pm

Do it in FNVEdit. It will be much simpler.


My project Dash is on Kickstarter!



Jezz_X
Posts: 33
Joined: Fri Feb 06, 2015 5:43 pm

While I appreciate that's a

Post by Jezz_X » Mon Mar 30, 2015 10:22 pm

While I appreciate that's a way to do it it really doesn't solve my problem and pretty much limits what I can accomplish in the long run and I do plan to do a lot more



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

Well Camo has already been

Post by RoyBatty » Mon Mar 30, 2015 11:03 pm

Well Camo has already been making a version with rain and snow...


Image

Jezz_X
Posts: 33
Joined: Fri Feb 06, 2015 5:43 pm

Your both kind of missing the

Post by Jezz_X » Mon Mar 30, 2015 11:07 pm

Your both kind of missing the point don't focus on what I'm doing this time as its more of a learning experience but more about the issue I'm getting for when I want to do other things like making other mods ttw compatible. 



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

ok, but you understand you

Post by Puppettron » Mon Mar 30, 2015 11:24 pm

ok, but you understand you can edit the same mod with both edit and geck, right?  cause some things are easier to do in edit and some things are only doable in geck.  masters and stuff is a lot easier to work with in edit.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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

What is it exactly you are

Post by RoyBatty » Mon Mar 30, 2015 11:29 pm

What is it exactly you are asking for help with?


Making a patch esp is easier in FNVEdit, you can then edit it in GECK.


Are you having issues adding masters? Are you having issues loading multiple masters into GECK? Are you trying to patch an ESP in GECK which has another ESP as a master? Be specific, as any of these things has a different answer.


So here's some basic tips...


go in your Data folder and delete the .nam files


edit your GECKCustom.ini to have bAllowMultipleMasterLoads = 1


Use GECK PowerUp Fork if you want to edit stuff because you'll run into many issues with TTW if you don't. Especially if you want to use GECK to edit an esp which has another esp as a master. I highly recommend you use the plugin version.


There are other things you can do with GECK to make it run better.


When you make a patch, make sure you use FNVEdit to add ALL the masters to ALL the plugins you have as masters to your plugin or you'll get wrong indexes when using the plugin in a different load order.


Anything else ?


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Jezz_X
Posts: 33
Joined: Fri Feb 06, 2015 5:43 pm

Ok so after using the power

Post by Jezz_X » Tue Mar 31, 2015 2:56 am

Ok so after using the power up of geck it seems to have gone away so thanks for that Roy not sure if it was related or just a fluke but it works better



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

As far as making other mods

Post by TJ » Tue Mar 31, 2015 4:58 pm

As far as making other mods TTW compatible, FNVEdit is almost mandatory. I fail to see how a thread mostly full of TTW developers missed anything in regard to TTW. :shrug:


My project Dash is on Kickstarter!



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