rckstrongo Posted July 2, 2010 Share Posted July 2, 2010 I have been messing around with G.E.C.K., but I have not managed to be able to do what I am trying to do. I use FWE, WMK, and MMM. I would like to change some of the weapons in FWE, have them modifiable in WMK and used by creatures in MMM. Specifically, I would like to replace FWE's 14mm Pistol with a Colt M1911, because the 14mm Pistol is the only weapon that uses 14mm ammo and I think the 45ACP ammo in FWE is under used. I also wanted to change the assault Rifle ammo, because i feel 5.56 is over used. Basically split the Western Style and Soviet Style weapons to use different ammo. I started to mod these weapons, and saved my .esp. When I tried to load up my .esp the next day in G.E.C.K., it crashed. I thought it might not have handled me deleting some of the weapons. So I thought I'd try to make copies of weapons, edit those and leave the originals untouched and edit what weapons are used in-game. I made form lists of my modded weapons, saved a new .esp. But G.E.C.K. crashed again when I tried to load it again. I'm not sure what I should do. I've read that I can create a merged .esp, where I can merge FWE, WMK, and MMM into 1 .esp with TESsnip, but that would be a pain to copy and paste all the records. Any help with this would be great.Thanks Link to comment Share on other sites More sharing options...
rickerhk Posted July 3, 2010 Share Posted July 3, 2010 Do you have your fallout files installed outside of the Program files directory, like in C:\fallout3 ? Many people have problems with the Geck when it is installed in the default location in Program files, especially Win 7 lately. The best way i've found to simply merge plugin files is FO3Plugin. I would highly reccomend that you do NOT merge those mods you mentioned. A great many things will be broken by doing so. Making your own esp with the main esm files for FWE and MMM as masters is the best way to make your changes. If you add WMK, you need to be careful because it is an esp and doesn't have the master bit set unless you ran masterupdate. The Geck will remove it from the master list when it saves your file - that might be causing it to crash when reloading it, because a master will be missing. The FO3Plugin also can let you easily flip the master bit on, so you could do this to the WMK file before loading up the Geck. Link to comment Share on other sites More sharing options...
rckstrongo Posted July 3, 2010 Author Share Posted July 3, 2010 Thanks, I did the FO3Plugin and installed everything to a different folder, & it seems to be working now. I had thought i could keep the GECK in program files folder, run it as administrator and still have it run fine. Link to comment Share on other sites More sharing options...
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