Why is the GECK stripping my weapon values?

Post » Sat May 28, 2011 9:13 am

I have a lot of experience with the GECK so I am not a newbie at this. I have the GECK installed properly, get no error messages, and have not system problems.

I have rebalalnced all the weapons as part of my gameplay megamod and to my horror I just discovered that all my Reload and Jam times are suddenly set to 0 for everything. This includes the weapons I did not even edit (e.g. Turrets). Any valid file that is opened and saved in the GECK has these two values wiped (I just checked with a previous version of my mod, when the GECK was working - I looked at it with TESsnip. I reloaded NVGECK 1.1 which I made sure is the latest version. Has anyone else seen this kind of bug and more importantly, how to fix it?

As long as this is going on the GECK is useless to me and my mod is dead in the water (I will have to pull it).

Cheers,

4Aces
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carley moss
 
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Post » Sat May 28, 2011 5:58 pm

Since I cannot edit the previous post I have to double-post.

I figured it out. Even though the Reload and Jam times are not being encoded in the Mesh files, the GECK requires the Mesh files to be in their original state or else it will not work properly. I am not trying to display the meshes in the GECK so I should not need the meshes at all. I am only altering variables, and these are stored in the ESP. Perhaps this could be one of the reasons it still crashes from time to time?

Anyway, there is the solution. Just move the original BSAs back into the Data folder and relaunch the GECK. No other changes are necessary. After you are all done, you can put the originals away and go back to 0% compression Meshes (proven to increase performance even on power systems).

Cheers!
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