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I'm new to geck and want to tweak a stat for respawning enemies


Machsc

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Do you have a video on editing the global value on a respawning creature (FO3 goty)... I installed a bunch of combat overhaul mods that made the game harder but ultimately nerfed the rad scorpions (all three) as well as a few other enemies...

 

My overhauls basically made head shots matter kill or be killed action like Call of duty

 

I found other mods to boost the other enemies but not any of the three rad Scorpions (I want to make them faster), and the death claws faster... Rad Scorpions have an animation where they stop before they launch their attack, some other mod fixes this for protectrons, and Oblivion has an Animation fix for Minotaurs but I can't find an animation fix for rad Scorpions...

 

I have never made a mod before and never touched the geck. So changing animation is beyond me at the moment, but I know these creatures have global values and I could just create an esp file to say Boost health, or increase size, or what I actually want to do increase their speed.

 

Every FO3/FONV Geck tutorial video on YOUTUBE is about installing it or is all about creating cells and quests, and human NPCs. But not simple gameplay tweaks, I don't see an option to create a new file (esp or esm), and I was able to load some data from the main game file amd saw some of their stats but I'm scared to touch it due to it being the Fallout3.esm... Also I could only see their S.P.E.C.I.A.L. stats and such I didn't see more detailed stats like speed and size and such.

 

Is there a tutorial on the subject I need, I made Albino radScorpions die from my lvl 3 character with a combat shotgun (unleveled list mod) and all I need to do is backup and I'm immune to attack from a supposed apex predator.

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I don't think you have to change any animations. Im only slightly more experienced than you and I make my own edits all the time. New to GECK your hardest part will be learning to get to the template you need to make your changes.

pretty much everything concerning creatures NPCs containers and Items is contained in individual templates and that is where you make your edits. Once the GECK has loaded you will see a tree on the left. From that tree is where you access all the different categories NPC Creature etc. You want LEVELED CREATURES. Select that and the main window will populate with all the game creatures.

 

Find rad scorpions on the list and open that. This will open the scorpion template. Top of the template you will see a row of tabs. You want the stats tab. In stats you can change speed health etc.

There are slight differences in the NPC vs creatures templates but not very much.

Check youtube for any NPC or Creature editing and you will see the templates and how they work. Once you learn one they are pretty simple.

You say you have never touched the GECK so the first tricky part is getting the files you want to actually load. Its a multi step process.

Upper left tool bar click on FILE
Open DATA
Select Fallout3.ESM

It will show a black x when properly selected

If you want to create your own plugin then that is all you have to do. Click OK

 

If you want to edit an existing mod then you need to also select that mod.
When you have the mod selected,Click Set as Active File.
Now click OK . Your edit window will now populate. All your edits will be in the active mod file only.

Also, If you want to make your own an ESP affecting several mods then select the mods you want edited but do not select the active file option. All those mods will load and you can make your edits. When you save you will prompted to name your new file. That will be your own new ESP. All your edits will be saved to the new esp. No edits will be changed in the original mods. Its a protection feature in case your esp isn't what you really wanted. If you made mistakes that can't be fixed you can just delete your new esp and the original mods are still in good shape. You just simply start over.

Overview, ESM Must always be selected. You can select as many ESP/ESM mods as you want but only one can be set for the active file. To create a new esp, do not set any active files. An ESM Cannot be set as active. ESM is a master file. There is a way to edit it but don't worry about that you don't need that info yet. Generally there is no real reason to edit an ESM and I am already giving you a lot of info to process.

The GECK will appear to have crashed while loading the files. Believe it or not this is normal for the GECK. It will say NOT RESPONDING. Just leave it for a bit and it should eventually populate. The more mods you are loading the longer it takes.

If you decide to make your own esp remember to have it load after the mods you want the changes to affect. I"m sure you already familiar with load order?

If you learn to use the GECK You will be able to edit any Elder Scrolls or Fallout games because they are all the same program. I started with the Morrowind Construction set. As games were created the Construction Set was upgraded per game and when Fallout came out they simply changed the name to GECK and adapted it to Fallout but they are all the same base program.

I do recommend downloading the GECK extender. The GECK is a buggy thing and after a few edits it is prone to crashing. The GECK Extender seems to solve the crash problem.

In gaming you always hear SAVE OFTEN. With the GECK it is SAVE VERY OFTEN!

Another thing to remember is ESMs. An ESM is a master file. If any of your mods have their own ESM and you select that ESM in the GECK your plugin will become "dependent" on that ESM.

For your mod to work properly that ESM will need to be active in your mod manager.

Fallout3 ESM is always active when modding. You can have as many 3rd party ESMs selected as you want. But your plugin will need them all to work properly. A missing ESM can cause crashes.

Another issue is FOSE. Fallout script extender. This can cause a problem also. If you are using the steam GOTY the Launcher has been upgraded and the old FOSE no longer works with it. Many older mods were created with FOSE. They wont work with the new launcher and the FOSE creator has moved on to other things it seems.

Im using GOG GOTY so my launcher is the older version so I dont have that problem. There are work arounds but the problem is steam will automatically update the launcher. GOG GOTY is safe from updates.

Edited by deu58
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