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How do I save correctly in Geck?


Dracomies

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Ok, so I opened up a mod.

 

I changed some dialogue options around. And changed some NPCs around.

 

When I got around to saving the mod, it only saved the changes that i did and deleted out the rest.

 

How do I make it so that it saves what I did..AND...keeps the rest?

 

This GECK thing is f-ing ridiculous.

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well no one is going to help you with an attitude like that, I was going to help you seeing as what your asking is extremely simple, but you can just forget it after I read that last line
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well no one is going to help you with an attitude like that, I was going to help you seeing as what your asking is extremely simple, but you can just forget it after I read that last line

 

 

I don't understand why you took offense to what I said.

 

I've been making a mod..and it's just taking way too long. It's right here.

 

http://www.fallout3nexus.com/downloads/file.php?id=5791

 

If someone could give me some pointers on how to save the files correctly..I'd be able to make this mod 100X better.

 

I'm doing this the slow way everytime, but there is a quicker way.

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everyone has fallen into that trap before haha.

 

when you open the geck & select your mod. highlight it & then click the active file button. you will then see it change to active file.

 

now everytime you make a change it will save your changes to the mod. if you dont select it as an active file it comes up with you needing to save to a new file & hence only saves the stuff that you have done? simple.

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o_O oops, sorry, I love your mod, didn't realize who you were, but yeah that last line just kinda ticked me off cuz GECk is really not that hard to use, but people complain a lot (not saying that you were complaining)

 

This is how GECK works:

 

You make your changes to Fallout3.esm or any other .esm files added to that and you save it as a plug-in meaning it saves what you changed/added and nothing else then it adds it to the game and overrides whatever it changes or adds whatever you added, sorry about the previous comment btw :blush:

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Oh my goodness.

 

Everytime I was just doubleclicking..and the X would pop out..and I assumed that it was "activated"

 

But seeing the "X"...versus actual "activation" is 2 different things.

 

I feel so dumb. ha ha.....

 

But....

 

This should make my life........a whole lot easier now.

 

I've been making separate NPCs each time and combining them in Fallout mod manager every time.....when I could have just used the same file and made the nPCs all in there!

 

Life saver man! Thanks!

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oh wait a minute I see what your asking, okay yes as stated above, you need to check your file as the active file when loading it up
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Oh my goodness.

 

Everytime I was just doubleclicking..and the X would pop out..and I assumed that it was "activated"

 

But seeing the "X"...versus actual "activation" is 2 different things.

 

I feel so dumb. ha ha.....

 

But....

 

This should make my life........a whole lot easier now.

 

I've been making separate NPCs each time and combining them in Fallout mod manager every time.....when I could have just used the same file and made the nPCs all in there!

 

Life saver man! Thanks!

 

no problem.

i went thru the same process for about 2weeks till i clicked on what to do ;D

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So somebody didnt understand something that is really easy to you and you were just beeing a real big boy when instead of sharing your wisdom you were making an ass out of yourself! YOU should reconsider the way you behave around here
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