princeopeo Posted March 17, 2010 Share Posted March 17, 2010 ok first off i have the underground hideout mod by rivet city. i also have a megaton maid mod that adds a npc into my megaton house. now here is my question. how can i take something like that maid and add her into my hideout. i use the hideout all the time but it feels empty to me with no robot or maid roaming around. does anyone know how i could either edit the maid mod so she appears in the hideout instead of megaton ( i know nothing about geck so if thats the answer be detailed please), or any mods that give you a person you can have live anywhere you want them to? Link to comment Share on other sites More sharing options...
Tertisentar Posted March 17, 2010 Share Posted March 17, 2010 My guess is that you indeed need the Geck, create a duplicate copy of that housemaid and change the scripts involved so that it recognizes the Underground Hideout as the correct house, by swapping all references from the Megaton house, coördinates, items, path etc. into those of the Underground Hideout cell. Don't have the Geck myself so that's all I can tell you :/ Link to comment Share on other sites More sharing options...
princeopeo Posted March 17, 2010 Author Share Posted March 17, 2010 i have the geck but no idea where to find any of that to change. Link to comment Share on other sites More sharing options...
pkleiss Posted March 17, 2010 Share Posted March 17, 2010 Actually, you won't be able to do it that way as those two mods don't use each other as 'masters'. What that means is that when you load up the megaton house mod, you won't have the underground hideout content to move her there. And when you load up Underground Hideout, you won't have her to move. So, your best bet is to laod up underground hideout and find its cell in the Cell View window. Then pick any of the NPCs you do have (under Actors -->NPCs in the object window) and drag it from the object window and place it in the render window, then move him/her to the floor (F key will drop items to th floor - you may have to do it several times to pass through the ceiling). Then you want to double click on your NPC and change its ID, remove any script (both on the main page) and remove all the AI Packages (on the AI Package tab). Then add a new AI package (use sandbox with a big radius like 2000 and give your package an ID). That will at least get an NPC to wander about the hideout. Link to comment Share on other sites More sharing options...
Tertisentar Posted March 17, 2010 Share Posted March 17, 2010 You can't make esp's dependant on each other anymore being masters? I used to do stuff like that all the time with MW, worked perfectly :/ Link to comment Share on other sites More sharing options...
princeopeo Posted March 18, 2010 Author Share Posted March 18, 2010 i ended up finding a good solution. i got the amy wong follower mod and i can set her to use the hideout as her home. so when i dismiss her she goes inside and wanders around in there. plus she can buy and sell for me so its pretty cool cause i can use her as a companion too. but since using the geck was brought up it gave me a idea. i would like to make of copy of wadsworth to put in the hideout. about all i know how to do is copy a esm in geck and rename it. but i want to keep his script and abilities intact. just a clone version of him for the underground hideout. the problem i have though is i try to open the hideout in the geck but it tells me there are too many master files and will not open it. it uses the fallout 3 and all the dlc. any suggesions? the more detailed the better i am a total noob with the geck. Link to comment Share on other sites More sharing options...
Skotte Posted March 18, 2010 Share Posted March 18, 2010 You can't make esp's dependant on each other anymore being masters? I used to do stuff like that all the time with MW, worked perfectly :/ Yeah that was one of the changes Beth made with Oblivion & it was carried over to Fallout 3. Link to comment Share on other sites More sharing options...
Tertisentar Posted March 18, 2010 Share Posted March 18, 2010 You can't make esp's dependant on each other anymore being masters? I used to do stuff like that all the time with MW, worked perfectly :/ Yeah that was one of the changes Beth made with Oblivion & it was carried over to Fallout 3.Oblivion :yucky: Link to comment Share on other sites More sharing options...
pkleiss Posted March 18, 2010 Share Posted March 18, 2010 You could still force the dependancy or create a merge of the two, but I though it to be beyond the scope of the OP's request. Link to comment Share on other sites More sharing options...
cloak174 Posted March 18, 2010 Share Posted March 18, 2010 player.placeatme 7f477 1 1 Type that into the console while in the underground hideout. It will spawn a Wadsworth NPC in the hideout. Just save your game immediately afterwards, and you'll be set. no G.E.C.K. usage, just one simple command. The result will be permanent, so I see no reason why that wouldn't solve your problem entirely. But if, for some strange reason, you decide you don't like him there any more, you can't get rid of him with the G.E.C.K. You can, however, make him disappear with another console command that I don't know at the moment. Hope that helps! :thumbsup: Link to comment Share on other sites More sharing options...
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