Stay Connected |
GUNetwork
|
Latest topics | » Here Are Some Of The Best Mods From GunNetwork by Abyssfer Yesterday at 9:02 am
» Saying hi after two years by spiralsandspirals Wed Aug 28, 2024 11:39 pm
» Weird bug or glitch with Console Command. [FNV] by STQayas Sun Aug 25, 2024 12:19 am
» Looking for an alternative to Nexus by freakoverse Fri Aug 23, 2024 9:50 am
» fallout 4 mods by salientguitar4 Mon Aug 19, 2024 4:47 pm
» [FNV] How to troubleshot infinite loading issues? by Abyssfer Wed Aug 14, 2024 4:28 pm
» Fnv Enable player control command by GenJohnWilliam Mon Aug 05, 2024 8:25 pm
» Problem with Dragbodies NCR overhaul by Lankychazz2009 Fri Aug 02, 2024 7:53 pm
» NCR Trooper Overhaul Armors with NCR Ultimate Overhaul by Abyssfer Thu Aug 01, 2024 7:29 pm
» Roland Deschain ist The Mysterious Stranger and other t by SpaceRanger Mon Jul 22, 2024 9:15 am
» Guns you want in Fallout by SpaceRanger Mon Jul 22, 2024 8:25 am
» [FO4] Doom 2016 models as replecement. by SpaceRanger Sun Jul 21, 2024 8:12 am
» [FO4] Secret Service armor, helmet headlamp by fossaceca17 Sun Jul 21, 2024 3:19 am
» The Legion are fascists, let's discuss it. by Cipher22 Fri Jul 12, 2024 4:28 am
» The Next fallout by Cipher22 Fri Jul 12, 2024 4:25 am
» Your favorite mods for F:NV by Cipher22 Fri Jul 12, 2024 4:21 am
» Afterlife discord by Willaemann Tue Jul 09, 2024 6:44 pm
» What happened to Outlawer's pack 1? by Trappy82 Mon Jun 17, 2024 5:17 am
» Greetings by septron Fri Jun 14, 2024 1:49 pm
» Starfield by jaypak Mon Jun 10, 2024 8:56 am
|
September 2024 | Mon | Tue | Wed | Thu | Fri | Sat | Sun |
---|
| | | | | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | | | | | | | Calendar |
|
September 2024 | Mon | Tue | Wed | Thu | Fri | Sat | Sun |
---|
| | | | | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | | | | | | | Calendar |
|
| [FNV] GECK Autosave load | Author | Message |
---|
sandtwister200
Posts : 200 Join date : 2017-05-01 Age : 32 Location : Red Mountain
Character sheet Name: Raul Alfonso Tejada Faction: Black Mountain Level: 30
| Subject: [FNV] GECK Autosave load Mon Oct 02, 2017 10:09 am | |
| 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 _________________ |
| | | bobbadan
Posts : 218 Join date : 2016-08-28 Location : morehead, ky
Character sheet Name: Character Faction: Level:
| Subject: Re: [FNV] GECK Autosave load Mon Oct 02, 2017 4:12 pm | |
| 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. |
| | | sandtwister200
Posts : 200 Join date : 2017-05-01 Age : 32 Location : Red Mountain
Character sheet Name: Raul Alfonso Tejada Faction: Black Mountain Level: 30
| Subject: Re: [FNV] GECK Autosave load Mon Oct 02, 2017 11:28 pm | |
| - 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 _________________ |
| | | bobbadan
Posts : 218 Join date : 2016-08-28 Location : morehead, ky
Character sheet Name: Character Faction: Level:
| Subject: Re: [FNV] GECK Autosave load Tue Oct 03, 2017 2:36 am | |
| 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. |
| | | sandtwister200
Posts : 200 Join date : 2017-05-01 Age : 32 Location : Red Mountain
Character sheet Name: Raul Alfonso Tejada Faction: Black Mountain Level: 30
| Subject: Re: [FNV] GECK Autosave load Tue Oct 03, 2017 6:09 am | |
| - 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 _________________ |
| | | Sponsored content
| Subject: Re: [FNV] GECK Autosave load | |
| |
| | | |
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |