grandpauj1 Posted August 29, 2013 Share Posted August 29, 2013 Well not sure if this is where I'm supposed to post this, But did a search for geck and got nothing. Not to get people POed at me I will simply ask where I should post it. If it's here I'll bee back ;-) Link to comment Share on other sites More sharing options...
McclaudEagle Posted August 29, 2013 Share Posted August 29, 2013 What exactly are the issues you're having with the GECK? Link to comment Share on other sites More sharing options...
grandpauj1 Posted August 30, 2013 Author Share Posted August 30, 2013 First off brand new to this mod stuff. I am building a vault And put a cave outside the windows to give the underground look. So I put a Deathclaw in it (the cave not the vault) and i kept showing up in the vault. I put X markers down, Set it's path and that didn't work. So I tryed to put a collision plane between the vault wall/windows and the cave and the darn thing still keeps poping up in the vault. How do I, or can I keep it in the cave? Link to comment Share on other sites More sharing options...
McclaudEagle Posted August 30, 2013 Share Posted August 30, 2013 You need to place down some navmesh in the cave section in order for the Deathclaw to stay there are move around in that cave section. Link to comment Share on other sites More sharing options...
grandpauj1 Posted August 30, 2013 Author Share Posted August 30, 2013 Dammit I knew I was forgetting somthing!! Did that and went there 3 times and all is good. So did I need to put the X markers or would it have just wandered around without them. Not that it was that much work and gave me some practice doing it anyhow. Thanks A bunch for the help. PS is this where I was supposed to post this or is there another place for stuff like this? Link to comment Share on other sites More sharing options...
pkleiss Posted August 31, 2013 Share Posted August 31, 2013 IMO GECK questions would best fit in the Mod Troubleshooting forum, but it doesn't really matter. If the moderators feel the thread is misplaced, they will move it. As for your question regarding the need for the XMarkers... It depends on the AI package you give the creature/NPC. They can easily wander around their default position (where you place them with the GECK in a cell) or any objects you define in the package, like an XMarker. So... no, you didn't need to put the XMarkers in, but on the other hand, it doesn't hurt either. Link to comment Share on other sites More sharing options...
grandpauj1 Posted September 1, 2013 Author Share Posted September 1, 2013 Ok kool. I sure am learning to appreciate the time and effort that in to this modding thing. It's "ALOT" more work then i thouhgt, You know put a gun here, put some clohtes there, Just trying to think about WHAT to put there for a new guy can be challenging. But it's a fun kind of challenging. Thanks again one day I will make somthing I can share. ;-) Link to comment Share on other sites More sharing options...
Aonghus Posted September 1, 2013 Share Posted September 1, 2013 If you haven't run through the entire GECK tutorial, it's probably a good idea to do so, even if you never intend to do anything with the finished product. A lot of the GECK seems non-intuitive to me, and some of the controls are downright self-contradictory. Link to comment Share on other sites More sharing options...
grandpauj1 Posted September 13, 2013 Author Share Posted September 13, 2013 @ Aonghus I have been checking out some by seddon4494, He seem's to know whats going on, I watched some of the bethsoft ones, but either I'm missing somthing or they just skip a step or two here and there. Like in the hiding refereneces one 1:15 mark ,filter, highlight ........ Hit 1 twice list should turn teal. I have tried this with the 1 on the top row, rightside of the key board, with Ctrl button, Without Ctrl, Real fast, Kinda slow nothing works so either i am doing somthing wrong or hes forgetting to mention somthing. Well I must say it is defiantly a learning experience. Link to comment Share on other sites More sharing options...
pkleiss Posted September 13, 2013 Share Posted September 13, 2013 (edited) Hiding references in the render window is a crucial task when level designing. All you need to do is click on the object you want to hide so its geometry is highlighted then hit the '1' key once (the 1 key along the top left of your keyboard) to make it unclickable and twice to render it invisible. Pressing F5 will rebuild you entire cell in the render window, thus bringing back any previously set invisible objects. Here is a list of GECK keyboard mappings I put together over the years... Basic Render Window Tips: "A" Toggles cell lighting on and off. "B" Toggles cell borders. (exterior cells). Ctrl "B" Create Multibound. Ctrl Shift "B" Find bad Multibound. "C" Toggles different cell views around selected object(s) (Front, Top, Left, Free) Ctrl "C" Copy to Buffer. "D" Clear selection. Ctrl "D" Duplicate selected object(s) Ctrl "E" Toggle Navmesh editing. "F" Drop a highlighted object onto the nearest collision mesh (like the floor). Ctrl "F" Replaces a highlighted piece with one you select from a drop down menu. "G" Raise a highlighted object a little bit. Ctrl "G" Create a Static Collection with two or more highlighted static objects. "H" Toggles Landscape Editing Mode. "I" Open Texture Use dialogue (Landscape mode only). Shift "I" Get Reference Data. "L" Toggles Light Raduis Wireframe On and Off. "M" Toggles markers on and off. Ctrl "M" Move References. Fully cut and paste references w/exact IDs. (Not working) "O" Toggles Orthographic view. "P" Save Local Map Snapshot to Game\Data\Textures\Maps\ Ctrl "P" Enter Portal Mode with one Room Bound selected. "Q" Toggles snap to grid on and off. Ctrl "Q" Toggels snap to angle on and off. Shift "Q" (hold down both) Turns your cursor into a cross hair to select your snap reference. Ctrl "S" Save Pluggin. "T" Centers render view on a highlighted piece from the top. "V" Hold + mouse to zoom in and out. This has more control than using the mouse wheel. Ctrl "V" Paste from Buffer. Ctrl Shift "V" Replace from Buffer. This is effectively the opposite of using Ctrl "X". "W" Toggles Wireframe On and Off "X" Hold + mouse to only allow movement along the Y-axis (yes its backwards) for selected objetc(s). Hold + Right mouse button + mouse to rotate along the X-axis for selected objetc(s). Ctrl "X" Cut to Buffer. "Y" Hold + mouse to only allow movement along the Y-axis (yes its backwards) for selected objetc(s). Hold + Right mouse button + mouse to rotate along the Y-axis for selected objetc(s). Ctrl "Y" Redo last modification. "Z" Hold + mouse to only allow movement along the Z-axis for selected objetc(s). Hold + Right mouse button + mouse to rotate along the Z-axis for selected objetc(s). Ctrl "Z" Undo last modification. "1" First time, makes a highlighted piece unselectable. "1" Second time, makes a highlighted piece invisible. "3" Freeze Frustrum. Used mostly for testing Occlusion Culling. "4" Unsure "0" Unsure "F4" Toggles collision geometry on and off. "F5" Reloads the render window. This will restore any objects set with the "1" key. "F10" Brings up the TES Construction Set Scene Graph window. Shift Hold and move mouse to rotate render window view. This works best if you have a piece highlighted. Spacebar Hold and move mouse to pan render window view. "-" Batch assign command for multiple selected objects: Set ownership, faction, reflection, refraction, etc... Edited September 13, 2013 by pkleiss Link to comment Share on other sites More sharing options...
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