umindx Posted October 25, 2010 Share Posted October 25, 2010 please can anyone describe in details how we can edit ESM and ESP files in New Vegas , because i couldn't find any tools tell now for this purpose Link to comment Share on other sites More sharing options...
Fraktyl Posted October 25, 2010 Share Posted October 25, 2010 http://fallout.beths...loads/geck.html Unzip the files to the same location as FalloutNV.exe. Link to comment Share on other sites More sharing options...
KillerCubePlays Posted May 1, 2016 Share Posted May 1, 2016 http://fallout.beths...loads/geck.html Unzip the files to the same location as FalloutNV.exe.Link no longer worksNew link is here: http://geck.bethsoft.com/index.php?title=Main_Page Link to comment Share on other sites More sharing options...
madmongo Posted May 1, 2016 Share Posted May 1, 2016 (edited) Be forewarned - the GECK is a very buggy editing tool. It is broken in many ways as it is shipped. It has a spell checker turned on by default and includes no spell checker. It can easily create mods over 16 MB with objects over the 16 MB limit, which then crashes both the GECK and the game if you try to use them. If you use the defaults when generating landscape heights, it will crash the GECK when you come out of the landscape editor. Editing ground textures often leaves bugged landscape quads in your view. There are certain areas you can't edit unless you tweak some settings in the ini files, and once you tweak those settings there are certain other areas that you then can't edit. The lip generator for dialog is missing. The list goes on and on. I've often joked that it's actually a vault-tec experiment designed to test the limits of modder's frustrations. The GECK as it ships also does not edit esm files. You can use the GECK powerup add-on (do a search for it) to enable the editing of esm files. The GECK powerup will also tell you where and why scripts fail to compile. The default behavior of the GECK is that the script just doesn't compile and it won't tell you why. As for being un-intuitive, every program since the dawn of time (or at least since the early days of windows) has started with file->open or file->new and then you select any options involved. Not the GECK. It comes up with its basic framework, and then you select data to select which files you want to load and edit. Completely unlike any other program out there. And you generally don't compile scripts. The GECK compiles them for you when you change focus away from the script or close the window. Also completely un-intuitive. And again, the list goes on. It's a miserable tool set. Don't say you weren't warned. Edited May 1, 2016 by madmongo Link to comment Share on other sites More sharing options...
Ladez Posted May 2, 2016 Share Posted May 2, 2016 I've often joked that it's actually a vault-tec experiment designed to test the limits of modder's frustrations.It all makes sense now. :D Link to comment Share on other sites More sharing options...
APNBUSTER Posted April 14, 2022 Share Posted April 14, 2022 I'm having a problem with FNVEdit. It won't allow me to check a plugin from the list, unless the required masters are present. But the thing is, those masters are into merged mods I have. What can I do to bypass that check-lock? Link to comment Share on other sites More sharing options...
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