somethingdark128 Posted November 24, 2013 Posted November 24, 2013 Hello folks, Before I detail the issue I am having, I should mention that this instance is my very first time altering something in G.E.C.K. That said, I have followed some videos by Gopher and others in the attempt to solve the problem (to no avail) before deciding to actually ask the pros directly. I've made some progress but not enough to solve the problem. Suffice to say I am wandering blindly through a treacherous maze at this point, doing more damage than good. Essentially, what I was trying to do is manually fix the weapon sounds that were missing from Templeshop, which if I am not mistaken is Wasteland Cloth Collection, that can only be obtained via uTorrent. Here are the steps I have already taken: 1. Place mod at the bottom of load order- No change. 2. Load mod without other mods- Still no sounds on weapons (all other weapons work fine.) 3. Downloaded and properly extracted meshes/textures/sounds from every single weapon mod I could find with the types of weapons in the container at large. - No dice 4. After watching Weapon mod tutorials on youtube, I realized that the wav. files need to be in sound/fx/wpn ... fixed that directory - no change 5. Further tutorials tell me the wav files need to be specifically formatted, i.e. 44hz, 16 bit mono, etc. --> proceed to spend a day learning how to use audacity and the ins and outs of audio editing--> edit sound files of specific weapons (which by now I have pinpointed) 6. Opened GECK and tried two tactics. a.) Load only the mod in question as active with FNV.esm and DLCS as plugins over it b.) Load every single mod in my load order in GECK to be sure nothing is somehow overwriting the files regardless of it being at the bottom. Then I found out that the weapons themselves in the Object Window tab, when opened and tabbed to Art and Sound are pointing to the wrong folder. Okay. I fixed that, sounds working great in the GECK. I also went under the sounds tab and made sure the sounds in the list they were pulling from were pointing at the fx/wpn folder where the sounds I've extracted are. Save. Exit Geck. Open FOMM, Archive Invalidation toggle off then back on. (For some reason I've made this the standard after every time I change the smallest thing.) - NO CHANGE! >.< 7. Open GECK Back up... now when I scroll to the weapons tab I see that the same old ones remained and my edited ones have become duplicates... So [editorID]DUPLICATE000 etc... My first thought is that I somehow saved them wrong when I edited the files. So I proceed to change the ID's off all the originals, then change the IDS of all the duplicates simply erasing the "duplicate" part. Then I deleted the original, and made sure the duplicates were still pointing at the correct place, having the same amount of "users" etc. Save. Exit. Run game. Now the weapons are completely missing. Before I completely screw something else up, can someone tell me where I went wrong? Also I should mention that GECK never closes without crashing. Here is my load order if you want to see it. Some of the notes are just things I have been working on or problems I've ran into in the past to keep myself organized. [X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] CaravanPack.esm[X] Advanced Recon Tech.esm[X] Detect Traps.esm[X] JIP Selective-Fire.esm[X] LDFemalePowerArmorPack.esm[X] NVStripOpen.esm[X] rePopulated Wasteland.esm[X] Run the Lucky 38.esm[X] SCAV.esm[X] Sexout.esm[X] SexoutCommonResources.esm[X] SexoutSlavery.esm[X] SexoutLegion.esm[X] SexoutStore.esm[X] Sortomatic.esm[X] Stalker Weapons Pack.esm[X] Tales from the Burning Sands.esm[X] wsex.esm[X] oHUD.esm[X] Lings.esm[X] MikotoBeauty.esm[ ] Shojo Race Vegas.esm - Inactive[X] SexoutPregnancyV3.esm[ ] SlaveJail Reloaded.esm - Conflict. Slave Town[ ] Fallout 3 Sexus.esm - Inactive[ ] jokristinascloset.esm - Merged?[ ] NevadaSkies.esm - Conflict, ENB[ ] SexoutSharedResources.esm - Outdated[X] SlaveTown - Its a slaves life.esm[ ] X-1_Tales_of_Wonder!.esp - Conflict, Unknown[X] brahmin bess.esm[ ] YUP - Base Game + All DLC.esm - Conflict, Various (NMC's ? )[X] msexBase.esm[X] Craft Master.esm[X] Leveled List Organizer.esm[X] CustomRace.esm[X] msexTopsOffice.esm[X] Craft Pack.esm[X] CASE.esm[X] HDTshop.esm[X] Strangers Abroad.esm[X] enclavebunker.esm[X] SomeguySeries.esm[X] SlaveTown - Episode II.esm[X] HumanTrafficking.esm[X] Caliber.esm[X] Another-Kick-In-The-Head.esm[X] DarNifiedUINV.esp[X] CASM.esp[X] camerashakingreduction.esp[X] dynamicamera.esp[X] FairyRadar.esp[X] FPSWeaponWheel.esp[X] HUD Extended.esp[X] Readius_NV.esp[X] The Mod Configuration Menu.esp[X] MikotoBPWastersOverhaul.esp[X] NewCass.esp[X] Dalls_Birds_Nest.esp[X] The New Bison Steve Hotel.esp[X] existence2.0.esp[ ] NewVegasBounties.esp - Conflict, Navmesh[ ] NewVegasBountiesII.esp - Conflict, Navmesh[X] wsexInnuendoAnims.esp[X] wsexInnuendoNPCs.esp[X] Detect Traps - Perk.esp[ ] Animated Prostitution.esp - Inactive, Conflict[ ] Better Casinos.esp- Conflict, Unkown[ ] CompanionDe-Equip.esp - Inactive[X] Detect Traps - Traponator 4000.esp[X] Detect Traps - DLC.esp[X] drugsarebadmkay.esp[X] dk_bullettime_nv.esp[X] feelingirradiated.esp[X] savecass.esp[X] Advanced Recon Gear.esp - Addons, Test before/After Recon Merge[X] Advanced Recon Tech.esp[X] Advanced Recon Tech - Detect Traps.esp[ ] M14.esp - Merged[X] SWP40 Patch 01.esp[X] SWP40Pistols.esp[X] Advanced Recon Armor.esp[X] epock.esp[X] NWghostbodysuit.esp[X] Roberts_NewVegas.esp[X] FlashlightNVSE.esp - Partially functional, (OHud conflict? )[X] LingsPrettyThings.esp[ ] Voice dissonance fix.esp - Conflict, unknown (anims?)[X] Quick Trade.esp[X] Reactive People - Ultimatum.esp[X] Runner.esp[ ] WeaponModsExpanded.esp - WMX mods Merged, Inactive[ ] WMX-DeadMoney.esp[ ] WMX-HonestHearts.esp[ ] WMX-OldWorldBlues.esp[ ] WMX-LonesomeRoad.esp[ ] WMX-GunRunnersArsenal.esp[X] ProjectRealityMkIv5HDR.esp[X] fnnsysnv.esp - Testing[ ] Improved Ballistics Effects V2.esp - merged[X] AFricanAmericanAAlbino.esp[ ] tkEyelashesFNV.esp - Conflict/Males[ ] tkEyelashesFNV_FemalesOnly.esp - Conflict other Races[X] ShilohDS-Desert Succubus CORE.esp[X] MikotoBeauty.esp[X] ModFusion.esp - Stable[X] TeenRaces.esp[X] TeenRaces_NPCs.esp[X] Neck-id Slaves.esp[ ] GalaxyNewsRadioPodcast.esp - Possible conflict[X] MojaveDelight.esp[ ] LadderRestorationProject.esp - Conflict, unknown[ ] RaiderChains.esp - Merged[ ] SCS - CombatArmour.esp - Merged[X] nu_women_of_the_wasteland.esp[X] SoCaliRace.esp - Custom/Stable[X] COMPOUNDED ARMWEAPS.esp - Stable[X] dD ENHANCED BLOOD COMPOUNDED.esp -Stable[X] WeaponModsCOMPOUNDED.esp - Stable[ ] ChristieOutfitsforT3.esp[X] SexoutPlayerSlave.esp[X] SmallerTalk.esp[X] Cigarette.esp[ ] SlaveJail Reloaded - HumanTrafficking.esp - Conflict with Slave Town?[ ] SlaveJail Reloaded - Quests.esp -Conflict with Slave Town?[X] SlaveTown - Assets.esp[X] Russell.esp[ ] The Lucky 38 Empire.esp - CTD, unknown[X] TheDeterrent.esp[X] TheInheritance.esp[X] Apocalypse Variety Pack.esm - Belongs to ModFusion, Author recommend leaving as is.[X] WSEX CONGLOMERATED.esp - Stable so far.[X] ADvanced RECON CONGLOM.esp - Stable.[ ] FacePresets1.esp - Inactive[X] Rspano weap pack 1.esp - Stable[ ] implantgrx-nvsehotkey.esp[X] oldworldradio.esp[X] StripOpenMain.esp[ ] WestsideRadio.esp - Conflict , unknown[ ] Ravishing Sin.esp - Merged[X] Assorted CCSP v.01.esp[ ] RealSmokes.esp - Temp Disable, anim conflict, world model conflict, ENB/bloom?[X] Leveled List Organizer.esp[X] msexVeronica.esp[X] msexCourtesan.esp[X] April+May.esp[X] SexoutBrutalRapers.esp - DO not merge, MCM entry[X] SexoutWorkingGirl.esp - Do not merge, MCM entry[ ] SexoutZAZ.esp - Merged? CommonResources? ... Test.[X] SexoutFiends.esp[X] SexoutPowderGangers.esp - DO not Merge, esp dependency[ ] SexoutNCR.esp - Merged/Bashed[ ] SexoutKings.esp - Merged/Bashed[ ] SexoutKhans.esp - Merged/Bashed[X] ARMOR pack experimental.esp - Stable[X] ARMOR MERGE EXPERIMENT REPLACED.esp - Stable[X] Omegared99 - Enb Transparency Fix.esp - Doesnt work[ ] Slave In Pose NV Edition.esp - Conflict with Real Smokes? Lighter anim[ ] SlaveTown - Episode II - Assets.esp - Inactive, Episode I first[X] NVWillow.esp[X] SexoutWillow.esp[X] SexoutPowderGangers (HPT Tweaks).esp - Do not Merge, esp dependency[X] Tryout - Hard Prison Time.esp - Do not Merge[ ] BBTombRaider.esp- Merged[ ] BunnySuit.esp - Merged[ ] BB_Persona_and_Secret.esp - Merged[X] DLC-Another-Kick-Extension.esp - do not merge[ ] BBAliceMurray.esp - Merged[ ] jailhouserockette.esp - Merged[ ] JuliaChangset.esp - Merged (Need to rebuild merger to use S.O. version)[X] Sexout-Another-Kick-Extension.esp - Testing[X] SexoutSexAssault.esp - Do not merge , MCM entry[ ] SexoutDrugging.esp - Merged[X] msexFort.esp[ ] Zombie Serenade.esp - Merged, Stable[X] SOSReplacer.esp - Testing[ ] RaestlozPCIdles.esp - Inactive[X] HumanTraffickingSIP.esp[ ] K2_1SBVenomous.esp - Merged[X] HumanTraffickingEX.esp - Test for missing dependency, Initial: stable[X] wsex-DSI.esp - Test, nonfunctional[X] JIP Companions Command & Control.esp[X] Bashed Patch, 0.esp[X] Compatibility Merge 1.esp - FNV edit[X] Megamerge.esp - FNV plugin, load order reducer[X] My Cloth Collection NV.esp - Testing
somethingdark128 Posted November 24, 2013 Author Posted November 24, 2013 Correction: The ENTIRE cell is labeled as a duplicate. What the fffpfff did I do ? My first guess is that I merged the clothcollection.esp with one of my other armor/weapon mergers, and it is reading everything to do with that mod twice, but why should that matter if I have the separate mod at the bottom of the load order? I am going to load the entire order again in geck without the mod I am working on currently and see what comes up. Edit- It does indeed appear that I have checked the clothcollection.esp more than once, being embedded in one of the armor mergers, as after loading geck without the mod I was working on produces the items without duplicates. Question is, do I make a compatibility esp separately or do I sift through my merged files and figure out which one contains the file, then edit that one? Edit 2 - Saving the changes in a separate esp didn't work. Edit 3- Run GECK as Admin? That was it! I figured it out, and I can't believe the issue was as simple as admin settings for the G.E.C.K. Good think I stumbled upon this before I tried to make any more time consuming mod. Load order appears to have been irrelevant in this case.
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