AncientSion Posted April 28, 2009 Share Posted April 28, 2009 Hello, i downloaded a mod (Greenworld) that makes the world more green and alive instead of being all barren. Now, this mod is nice, but its just a tad too much green for me. I would like to alter this mod and turn down the amount of green. I installed geek. Now, i thought i might just load up the ESP, alter some value and save it up but apparently it doenst work that way. Can someone give me a quick rounddown about how i could achieve my goal ? Link to comment Share on other sites More sharing options...
TGBlank Posted April 29, 2009 Share Posted April 29, 2009 I though greenworld edited mostly textures... Could be wrong tho. Link to comment Share on other sites More sharing options...
jaosals42 Posted April 29, 2009 Share Posted April 29, 2009 I personally don't know a whole lot about programming games or using the advanced features of GECK and TES-CS, but since you are using GECK, here is a major wiki site for Fallout 3 programming. http://geck.bethsoft.com/index.php/Main_Page Since you wish to remove the amout of greenery, my guess is that you should consider going into the category world, and look up what you may need there. http://geck.bethsoft.com/index.php/Category:World Link to comment Share on other sites More sharing options...
BadPenney Posted April 29, 2009 Share Posted April 29, 2009 I haven't dl'd that particular mod, but if the author did landscape retexturing with the geck then it will take much more than turning down a value to change it again. Link to comment Share on other sites More sharing options...
AncientSion Posted April 29, 2009 Author Share Posted April 29, 2009 Since the download only constains a Greenworld.esp i figured no textures were being replaced. I think .esp only contain numerical values inside the Geck and no external data files. Is that right ? At any rate, lets assume i have some random esp that alters damage values and i would like to edit that particular mod with different values.I start up geek, set the plugin as active and then do what ? thanks everyone so far ! Link to comment Share on other sites More sharing options...
mechine Posted April 30, 2009 Share Posted April 30, 2009 Well I've never had any luck trying to edit a esp with geck. When you resave it after edits it only saves what you changed. So I make a hideout with a bunch of tables save it as hideout.espThen later I realize I have no guns in there. So I Open it back up an put guns on the table with havok on Save it again load it up in game. Wait there is no guns in here. Open up geck againNow there are two different cells One has the hideout an tables The other just has guns placed in the void without a hideout or tables. Geck works great, it's just a nightmare sometimes. I do know you can open up .Esp with FO3Edit I haven't used it enough to learn about itBut I do know that you can click ok when you open it up It will take a little while but it will load up all of your ESM ESP then you can click on the + and - to view what is in each one So If i used FO3Edit on my hideout problem One of the esp would have the hideoutThen the other would have guns And maybe even outlined in red showing how the names for the hideout are duplicates I don't know much about greenworldIt probably puts in grass an stuff from the base gameand even maybe ground textures or reskins.F03Edit would let you see probably Try searching for GECK_Essentials-3120 it has tons of tools (nexus) Also the GECK webpage helps too Link to comment Share on other sites More sharing options...
TGBlank Posted April 30, 2009 Share Posted April 30, 2009 @mechineYou forgot to set your file as active. Meaning you ended up with a messy duplicate cell attempt . Link to comment Share on other sites More sharing options...
mechine Posted June 14, 2009 Share Posted June 14, 2009 LOL @ TGBlank LOL @ myself too Well from the videos I watched people talked about the active file fast an I didn't figure it out. I liked the way you put it, but still it's hard to define. Active as in the file that is actively being edited So does that mean I can stop having to remake GECK esp's from scratch if I botch it uphahahah yeah that's what I was doing. But does this mean that if we make a esp with GECK and it doesn't turn out we open it up again set it as active, then all the stuff from the first esp attempt along with the second will get saved If you are making a brand new .esp from scratch do you need a active file? thanks a lot by the way :D Link to comment Share on other sites More sharing options...
Alundaio Posted June 14, 2009 Share Posted June 14, 2009 All active file means is that you are setting that file as the editable file. Say you want to make a NEW .esp. You check the master files you want to include and do not set anything Active. If you just want to edit an existing .esp then you just set it as the Active file. If you want to create an ADDON to an existing .esp then you check that .esp but do not select an Active File. --------------------------------- Your questions are a bit confusing. But my explanations should be pretty easy to understand. You will need to redo adding your weapons to the table. Setting it active again will not add in the changes from the first attempt. Link to comment Share on other sites More sharing options...
mechine Posted June 15, 2009 Share Posted June 15, 2009 To add the weapons to the table I'm guessing you do what you gota do to get the * beside them?I can't think of another way or don't know What if instead of something like guns, it was a huge amount of work like a buildingis there a short cut to save all the privious work into a active file I guess I mean you spend 6 hours making a building then save itwake up the next day an start working on it again just setting it to active without everything else added to the table would somewhat erase it, no? Sorry it's just hard going from noob to not so noob, to noobish, to sort of noobish noob, an then pro noob... Thankya Link to comment Share on other sites More sharing options...
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