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Problems editing perks in GECK


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#1
renecane

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Hi! I am not sure if I am posting to right place, if not I am very sorry. I have this mod that adds the double-barreled shotgun from FO3 to the game, but unfortunately that gun is not affected by neither cowboy nor shotgun surgeon perks so I thought I'd edit those perks myself. Now, I have never used GECK nor do I have any experience in modding of FO:NV so that is probably why I am having such a hard time with this. After a while I realized that perks have these form lists so I went ahead and added the weapon in to the form list (see the picture here), but when I save the changes I made are not saved. Am I doing something horribly wrong?

 

E: fixed some typos. English is not my first language.

 

E2: I think I am making some progress. Does this and this mean I got it right?


Edited by renecane, 29 November 2014 - 06:32 PM.


#2
Ladez

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E2: I think I am making some progress. Does this and this mean I got it right?

Yes, that looks good.

 

Something to note though: in the first screenshot, you have MaresLeg.esp overriding the changes from FO3WeaponsRestoration.esp.

 

Note how the FO3WeaponsRestoration.esp column shows WeapDblShotgun in a red color? That means that you have something overriding it further down the load order, preventing the weapon from being present in the list when you load the game.

 

The solution is to simply make a merged patch in FNVEdit. If you already have one, rebuild it.



#3
renecane

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Yes, that looks good.

 

Something to note though: in the first screenshot, you have MaresLeg.esp overriding the changes from FO3WeaponsRestoration.esp.

 

Note how the FO3WeaponsRestoration.esp column shows WeapDblShotgun in a red color? That means that you have something overriding it further down the load order, preventing the weapon from being present in the list when you load the game.

 

The solution is to simply make a merged patch in FNVEdit. If you already have one, rebuild it.

 

 

 

So, I made this and apparently everything looks good now? Now I just add that file to the load list after the other mods I have so it can overide those other mods, right?



#4
Ladez

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Exactly. Just remember to rebuild the patch whenever you add or remove mods that modify form lists or levelled lists.



#5
renecane

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Exactly. Just remember to rebuild the patch whenever you add or remove mods that modify form lists or levelled lists.

 

Uh, modify them generally or modify those my merge patch affects?



#6
Ladez

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There might be unforeseen conflicts if you add a new mod that modifies a list that were previously only modified by one mod in your load order. Generally, it's a good idea to just rebuild the patch. It only takes a second.



#7
renecane

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There might be unforeseen conflicts if you add a new mod that modifies a list that were previously only modified by one mod in your load order. Generally, it's a good idea to just rebuild the patch. It only takes a second.

 

What I meant to ask was, do I need to rebuild my patch if it only affects the formlist for shotgun surgeon and for cowboy if I add mod that modifies some other list?



#8
Ladez

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I understood the question. The answer is the same. Adding a new mod might introduce new conflicts.



#9
renecane

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Good to know. Thanks for helping a newbie :)






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