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BelGarion
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A Question about the G.E.C.K

Trying to convert MotherShip Zeta Crew (MZC) to TTW and having a problem with the G.E.C.K, it won't let me set the ESM as the Active file. Do I rename the ESM as an ESP, make the changes, then rename back or do I have to copy the Script files into a new ESP as an override, load and recompile the scripts in that? 

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magnumspec
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Both ways are possible, but

Both ways are possible, but the first one is more dangerous.

thermador
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Don't rename it, you have to

Don't rename it, you have to switch the ESM to ESP with FNVedit by editing the file's header information.  Also I think FOMM can do this.

Or, the GECK Power Up can be used to edit masters directly in the GECK.

JaxFirehart
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Careful with the GECK PowerUp

Careful with the GECK PowerUp it wrecks TTW.esm's ONAM files which are necessary for TTW to function properly. The fix is easy, might need to make a tutorial for it.

BelGarion
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JaxFirehart wrote:

JaxFirehart wrote:

Careful with the GECK PowerUp it wrecks TTW.esm's ONAM files which are necessary for TTW to function properly. The fix is easy, might need to make a tutorial for it.

What is the fix? The conversion with FNVEdit?

JaxFirehart
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No, the conversion is ONLY

No, the conversion is ONLY for making Fallout 3 mods into TTW mods.

Basically, you load TTW and ONLY TTW into FNVEdit, click on TTW.esm, click on file header, click on the ONAM section header and hit delete. The save and quit.

BelGarion
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JaxFirehart wrote:

JaxFirehart wrote:

No, the conversion is ONLY for making Fallout 3 mods into TTW mods.

Basically, you load TTW and ONLY TTW into FNVEdit, click on TTW.esm, click on file header, click on the ONAM section header and hit delete. The save and quit.

Wait, wait, wait, you said the ONAM was absolutely necessary for TTW to work, now your saying to delete them? O.o

JaxFirehart
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FNVEdit rebuilds them when

FNVEdit rebuilds them when you save and quit. In order to rebuild them properly, you need to make sure ONLY TTW is loaded. Not even the stash packs, because they are optional now it will mess with the ONAMs.

thermador
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Good info, added this to the
JaxFirehart
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Thanks Therm

Thanks Therm

That entire FAQ is basically you, isn't it?

BelGarion
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JaxFirehart wrote:

JaxFirehart wrote:

FNVEdit rebuilds them when you save and quit. In order to rebuild them properly, you need to make sure ONLY TTW is loaded. Not even the stash packs, because they are optional now it will mess with the ONAMs.

Oh! So use GECK Powered Up to recompile the MZC scripts, then load up only TTW into FNVEdit and rebuild the ONAM? Ok!

Starting to think the "Uncheck ESM Flag" in the MZC ESM and rename to ESP is a better idea, I'm getting errors out of the wazoo during the script recompile. Didn't have that problem with recompiling Jessi. Missing Variables, missing functions, etc, as I recompiled all. >.<  

thermador
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JaxFirehart wrote:

JaxFirehart wrote:

Thanks Therm

That entire FAQ is basically you, isn't it?

Yep, a work in progress anyway. I'm not much of an expert - (I just pull things from threads that I think might be relevant to a lot of people) - so feel free to edit/add things as needed.

BelGarion
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Seems to be working after the

Seems to be working after the ESM to ESP and back trick. Now for a bunch of fixes. Odd. The "World Model" reference to a NIF that is only the shape, no applied texture, on the Starship Commander Cap. I'll move this part of the thread over to the existing MZC thread, since it's beyond the scope of my original question. The mod seems to be working so far.