rebellorebellion Posted March 26, 2014 Posted March 26, 2014 I've been using the geck for a while now but I still dont know how to use it as well as I'd like to and I would like some help youtube tutorials dont tell me what I'd like to know can anyone help me with learning the ins and outs of the geck
AxlDave Posted March 26, 2014 Posted March 26, 2014 You need to be more specific about what you hope to accomplish.
rebellorebellion Posted March 26, 2014 Author Posted March 26, 2014 well i need help with quest set up, some basic script, better AI packages for npcs, dialoge, and im having trouble with adding old saved mod on to new save ( like i save it at night and want to continue it the next day.
rebellorebellion Posted March 27, 2014 Author Posted March 27, 2014 yes but i have to turn on the original version to get my old stuff to work
unoctium Posted March 27, 2014 Posted March 27, 2014 Do you mean the Master File in the GECK, or are you talking about a saved game that no longer has your mods activated?
rebellorebellion Posted March 27, 2014 Author Posted March 27, 2014 basically when i want to contininue working on a mod the old save data doesnt get added to the new save data so when i go to turn on the mod i have to turn on the old save and the new save
AxlDave Posted March 27, 2014 Posted March 27, 2014 So is it that you start making a mod, then you save it, half completed, and go to bed. Then, next morning, you try to load the mod to continue working on it, only when you click save, it saves as a new mod instead of adding the changes onto your half complete mod? If that's the case, the fix is very simple. When you load a mod in the GECK, every .esm and .esp file that you mark with a cross opens that mod's content for you to edit. If you want the changes to add on to one of those mods, you need to select it as the "Active File". So lets say you wanted to make a mod that was based on NV vanilla content, Lonesome Road content, and Project Nevada content. You would mark those three with a cross, and start modding. Then you save as WhateverYourModIsCalled.esp. If you wanted to continue working on that mod, you would mark the three previous files and your file, and then while your file is still highlighted, click the "Set as Active File" button. This should change it's description from "Plugin file" to "Active file", at which point you can edit it.
rebellorebellion Posted March 27, 2014 Author Posted March 27, 2014 thank you for the help with that problem
rebellorebellion Posted April 1, 2014 Author Posted April 1, 2014 i still need help with quest set up and dialog
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