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 [FNV] GECK Autosave load

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sandtwister200

sandtwister200

Posts : 199
Join date : 2017-05-01
Age : 32
Location : Red Mountain

Character sheet
Name: Raul Alfonso Tejada
Faction: Black Mountain
Level: 30

[FNV] GECK Autosave load Empty
PostSubject: [FNV] GECK Autosave load   [FNV] GECK Autosave load EmptyMon 2 Oct 2017 - 6:09

Hi there everyone, while creating one of my first mods my G.E.C.K decided to crash on me, but luckily I had my autosave which saves once every minute activated. I just want to know how to load the autosaved file because I've worked 3+ hours on the mod that will be uploaded here and I don't want it to get lost or deleted. Thanks

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bobbadan

bobbadan

Posts : 218
Join date : 2016-08-28
Location : morehead, ky

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Name: Character
Faction:
Level:

[FNV] GECK Autosave load Empty
PostSubject: Re: [FNV] GECK Autosave load   [FNV] GECK Autosave load EmptyMon 2 Oct 2017 - 12:12

i've used the geck but its been a long time, is their a backup floder in the data folder, or possibly in the documents/my games folder? it should be in a folder somewhere, and it might possibly be named like this(example : mymod.esp.1.bak) thats how fallout 4 creation kit does backup mod saves.
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sandtwister200

sandtwister200

Posts : 199
Join date : 2017-05-01
Age : 32
Location : Red Mountain

Character sheet
Name: Raul Alfonso Tejada
Faction: Black Mountain
Level: 30

[FNV] GECK Autosave load Empty
PostSubject: Re: [FNV] GECK Autosave load   [FNV] GECK Autosave load EmptyMon 2 Oct 2017 - 19:28

bobbadan wrote:
i've used the geck but its been a long time, is their a backup floder in the data folder, or possibly in the documents/my games folder? it should be in a folder somewhere, and it might possibly be named like this(example : mymod.esp.1.bak) thats how fallout 4 creation kit does backup mod saves.

Thank you, I've found the file in my New Vegas data folder but I still need to know how I can open it in GECK as it's just an autosave file. Here is a screenshot link.

https://i.servimg.com/u/f11/19/78/00/66/screen10.png

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bobbadan

bobbadan

Posts : 218
Join date : 2016-08-28
Location : morehead, ky

Character sheet
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Level:

[FNV] GECK Autosave load Empty
PostSubject: Re: [FNV] GECK Autosave load   [FNV] GECK Autosave load EmptyMon 2 Oct 2017 - 22:36

is your mod called radio_enclave.esp, if thats the name of your mod, i think all you've got to do is rename the autosaveDEFAULT.BAK to radio_enclave.esp. if that don't work then try the radio_enclave.esp.2.bak and then just rename it radio_enclave.esp you can just right click it and and go to rename, now just just go to the end of the file name and right click and highlight .2.bak and then just delete that part. once you do that it turns back into an esp file that the geck can use. simple as that.

also, i wanted to tell you that everytime you actively save the game the geck/creation kit makes a backup copy, most people don't know this, but those radio_enclave.esp.2.bak are the actually backup copys from when youve saved the game yourself. every time you click save it makes an actual backup copy of your esp and called a .bak file, by taking off everything after .esp it goes back to its original file format.
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sandtwister200

sandtwister200

Posts : 199
Join date : 2017-05-01
Age : 32
Location : Red Mountain

Character sheet
Name: Raul Alfonso Tejada
Faction: Black Mountain
Level: 30

[FNV] GECK Autosave load Empty
PostSubject: Re: [FNV] GECK Autosave load   [FNV] GECK Autosave load EmptyTue 3 Oct 2017 - 2:09

bobbadan wrote:
is your mod called radio_enclave.esp, if thats the name of your mod, i think all you've got to do is rename the autosaveDEFAULT.BAK to radio_enclave.esp. if that don't work then try the radio_enclave.esp.2.bak and then just rename it radio_enclave.esp you can just right click it and and go to rename, now just just go to the end of the file name and right click and highlight .2.bak and then just delete that part. once you do that it turns back into an esp file that the geck can use. simple as that.

also, i wanted to tell you that everytime you actively save the game the geck/creation kit makes a backup copy, most people don't know this, but those radio_enclave.esp.2.bak are the actually backup copys from when youve saved the game yourself. every time you click save it makes an actual backup copy of your esp and called a .bak file, by taking off everything after .esp it goes back to its original file format.


The radio enclave mod is a scrapped project, but my new mod is the newly autosaved mod being yesterday at 7 or 8 o clock pm my time according to the screenshot on the taskbar

bobbadan wrote:
is your mod called radio_enclave.esp, if thats the name of your mod, i think all you've got to do is rename the autosaveDEFAULT.BAK to radio_enclave.esp. if that don't work then try the radio_enclave.esp.2.bak and then just rename it radio_enclave.esp you can just right click it and and go to rename, now just just go to the end of the file name and right click and highlight .2.bak and then just delete that part. once you do that it turns back into an esp file that the geck can use. simple as that.

also, i wanted to tell you that everytime you actively save the game the geck/creation kit makes a backup copy, most people don't know this, but those radio_enclave.esp.2.bak are the actually backup copys from when youve saved the game yourself. every time you click save it makes an actual backup copy of your esp and called a .bak file, by taking off everything after .esp it goes back to its original file format.

Hi there, Thank you for helping me with my problem I've now recovered the other file successfully and my first upcoming mod will be a diner in Black mountain run by ghouls or super mutants and thanks to you the mod has been saved. Just a quick question. Could you help me make a supermutant into a vendor because I tried but I don't know how to make creatures or robots into vendors? This process has been done by someone before but they did not leave a procedure on how to do it. Thanks in advance

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