G.E.C.K. Editor Warnings and Solutions

I've begun compiling a list of common editor warnings and solutions. I only add a warning to the solved list if I know the solution, or if it can be safely ignored. Note that the modding community's understanding of these warnings is still rudimentary and subject to change. If you know of a solution to a problem that I have listed here that does not yet have a solution, know a solution to a problem that I have not yet listed, or know that a solution that I have listed is incorrect or can be improved upon, please let me know. Please do not submit problems without solutions as there are hundreds of them and I don't have time to respond to your emails.

Filename/Editor Ids/Form Ids: Editor warnings and errors will typically include the name of a file, editor id or form id in the message. These will be different for each warning, so they have been given the general indicator "filename", "editor ID", or "form ID" and colored purple in the text.


Solved

Warning: CELLS: Failed to load landscape data for LAND (form ID) in Cell (x, y) from file 'yourMod.esp'.

Explanation: This warning is informing you that your new world space does not have any data in it, other than heightmap data.

Solution: This warning will go away as soon as you add some data to your world space. I generally paint a bit of landscape texture to get it to shut up. You will get one of these warnings for each cell the render window tries to display as long as your world space is empty. Clicking 'Yes' on a warning will lead to the next warning from a neighboring cell until all of the cells in the render window have been sampled by the G.E.C.K. Sometimes, the G.E.C.K. will cycle through cells on an infinite loop, in this case, just click 'Yes to all', add a little bit of texture to your landscape and save your mod. This warning is not serious and easily fixed.

Warning: Icon file "Textures\\Interface\Worldmap\Wasteland_1024_no_map.dds" not found.

Explanation: The file is missing.

Solution: Extract 'Wasteland_1024_no_map.dds' from the Fallout - Textures.bsa and place it in the Data\Textures\Interface\Worldmap\ folder. You may have to create the folders.

Warning: Icon file "Textures\Landscape\Default.dds" not found.

Explanation: The file is missing.

Solution: Extract 'dirtwastes01.dds' from the Fallout - Textures.bsa and place it in the Data\Textures\Landscape folder, make a copy of it and rename it Default.dds. You may have to create the folders.

Warning: MODELS: LOD diffuse texture '..\source\textures tga\architecture\urban\UrbanBuildingsLod.tga' and normal texture '..\source\textures tga\architecture\urban\UrbanBuildingsLod_n.tga' are not the same size (but should be).

Explanation: You get these errors when trying to generate LOD objects. The specific .tga files will depend on the LOD object that the editor is currently trying to find. There are a bunch of them, so you will likely need to go through the solution many times to get all of them.

Solution: You need to copy the .dds versions of these files from the Fallout 3\Data\Textures\ folder, convert them to .tga files in an image editor (eg. The Gimp) and place them in the folder indicated in the warning.

Warning: MODELS: Root 3D for reference 'editor ID' (form ID) is not a Fade Node. This reference cannot be picked.

Explanation: When you exported your custom mesh, the exporter used a NiNode instead of a BSFadeNode when creating your .nif.

Solution: Open the offending .nif file in NifSkope and rename the 0 NiNode to 0 BSFadeNode. Save your .nif. This error makes your .nif file unselectable in the G.E.C.K. but is easy to fix. NiNode and BSFadeNode are essentially the same, but the engine handles them differently.

Warning: TEXTURES: BASE filename : editor ID is missing a Normal map.

Explanation: You haven't set the file path for your normal map on your custom mesh.

Solution: Open the offending .nif file in NifSkope and expand the NiTriStips -> BSShaderPPLightingProperty -> BSShaderTextureSet. Go to Block Details and expand Textures. The first texture listed inside the set should be the diffuse map. You need to doubleclick the second texture in the set (the little purple flower) and navigate to your normal map and then save your .nif.

Warning: WATER: Loading water type 'DefaultWater' in a worldspace with no set water noise.

Explanation: You haven't set a water noise type for your world space.

Solution: Select your world space in the World -> World Spaces... dialog and set the Water Noise Texture to generatednoise01.dds if you are using DefaultWater. If you are using a different water type, you will have to set the water noise that matches your type. You can find the correct noise texture by going to Miscellaneous -> Water Type in the Object window, double-clicking the water type you would like to use to open the Water Type dialogue, switching to the Noise Properties tab and reading it from the Select Noise file browser field at the bottom. You will have to unpack the textures if you haven't done so already.

Warning: WATER: Loading water type 'DefaultWater' with mismatched noise textures from worldspace.

Explanation: The water noise type set for the world space does not match the water noise type set for the water type used in your worldspace.

Solution: Select your world space in the World -> World Spaces... dialog and set the Water Noise Texture to the texture that matches the noise texture of the water type. For DefaultWater, use generatednoise01.dds. If you are using a different water type, you can find the correct noise texture by going to Miscellaneous -> Water Type in the Object window, double-clicking the water type you would like to use to open the Water Type dialogue, switching to the Noise Properties tab and reading it from the Select Noise file browser field at the bottom. You will have to unpack the textures if you haven't done so already.

Unsolved

Warning: NiControllerSequence::StoreTargets 'Open' failed to find target with the following identifiers:

	m_pcAVObjectName			dialface:0
	m_pcCtrlType					NiMaterialColorController
	m_pcPropertyType				NiMaterialProperty
	

Thoughts: This might be related to missing Normal map warning above.

Comments

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Last updated October 2, 2011

© 2009-2011 Dave Finch