Here's some pics of the Power Up errors as well as the FNVEdit Check For Errors message. Also links to my files if you think they will be helpful. If you need a pic of something else I'd be happy to post it up. Just let me know what you need.
http://ypdesign.com/fnv/bucks/errors/errors.htm
The quick version is that I have several cells that carried over from Fallout 3 when I originally ported my Chekov's Place mod over. I think I know why a couple of cells and the sword carried over, but your guess is as good as mine on the others. But here's what I have found:
Vances Sword (I had it on my wall as a decoration is why I believe it carried over)
Megaton World (I had a trigger and an NPC in there)
Wasteland (I had a quest item and container placed there as a hidden rock)
Tenpenny Exterior01 (This was where the door to my house was)
Taft Tunnel01 (Have no clue why that is in there)
Museum of Technology West wing (again, I have no clue on this one either)
So I would like very much to get these all cleaned up. But I already tried just removing them and ran into tons of errors loading up with the GECK Power up, so I don't think I need to do that, lol.
I know that Vance's Sword and my hidden rock/container are what's causing the 3 GECK Power up errors I get when it loads.
As you may read below, I've been pretty thorough with my cleaning so far, and I'm as far as I can go without a little advice or help.
I've diligently followed all the instructions in Miaxs' FO3 Edit tome relating to cleaning up, and it appears to have worked perfectly.
If I'm reading everything properly, I should have removed all of the Identical to Master references in my plugin correctly, as I don't get them anymore when I apply the filters.
I've also ran the undelete and disable references part as well as the purging unused master file references.
After that I began going through EVERY record one by one from activators to cells to weapons etc. It's a good thing too, because I was able to identify and fix several ojects that I must have bumped and moved by mistake during the building process. (Mostly invisible or very hard to see FX and whatnot.)
So, I just went in the geck and set them all back to their vanilla position and ran the Identical to Master cleanup again, and it took them out every time. So I'm fairly confident that I have that part cleaned up pretty well. But if anyone wants to double check for me you are more than welcome to and I would appreciate the confirmation.
