Alexander_Q Posted August 12, 2009 Posted August 12, 2009 When I delete something in the object window, it never seems to go away. A 'D' appears in the count column, but even this disappears next time I load my .esp. Is this intended behaviour, or is there a way to actually delete things?
gsmanners Posted August 12, 2009 Posted August 12, 2009 When you delete in GECK, it deletes the reference from the file, however the reference still remains in GECK until you quit. No telling whose developer incompetence this springs from. If I want to do a mass-delete in a mod, I open GECK and select the files and bring up Details on the mod right there. You can delete references from the detail window, and then load the mod. That way, the references will not appear in GECK or the plugin.
BadPenney Posted August 13, 2009 Posted August 13, 2009 Deleting vanilla objects from your mod rather than moving them or disabling them can be risky.
hardkopy Posted August 13, 2009 Posted August 13, 2009 After I make a mod in geck, I load the plugin into FO3Edit and delete all unwanted references in there.I've had no problems so far with this method. with FO3Edit's side by side comparison, its easy to see what differs between your mod and fallout3.esm.
Alexander_Q Posted August 13, 2009 Author Posted August 13, 2009 The EditorID of MGEFs doesn't appear in the File Details, so I don't know which to delete. Is this normal?
gsmanners Posted August 13, 2009 Posted August 13, 2009 Probably. To be blunt, the whole game engine is one big mess. Even disabling objects in certain circumstances can cause the game to crash violently.
Alexander_Q Posted August 13, 2009 Author Posted August 13, 2009 He he he. I had a feeling that would be the reply :P Oh well, I'll have to deal with harsh reality. Cheers.
Cipscis Posted August 13, 2009 Posted August 13, 2009 Yeah, that MGEF bug is something that's bugged me for quite a while. Luckily, FO3Edit makes things like that much easier. Cipscis
Alexander_Q Posted August 13, 2009 Author Posted August 13, 2009 Cool, I'll start using it. Can I write scripts in FO3Edit? I've noticed that the GECK script editor is unforgivably fail.
Cipscis Posted August 13, 2009 Posted August 13, 2009 Unfortunately, as far as I know FO3Edit can't compile scripts. I usually write my scripts in Notepad++ (which I've written a custom syntax highlighter for), and then paste them into the GECK to compile them. Cipscis
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