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GECK tutorial (basic stuff)


adman85

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I just wanted to see how many people were interested in a basic tutorial for the GECK and it's controls,

I mean to me they are pretty self explanatory at most points..

But I'm just saying I could write up a rough one, and people could add to it.

Obviously I'm not gonna bother if no one cares, but i've seen a few requests for things that are pretty easy to do.

Feel free to post whatever if you know of any similar links etc.

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The Geck wiki isn't exactly the easiest resource to use, and it does lack a lot of things I've looked for, with search not always providing results.

 

I'd think it be great to have, as a lot of mods are a matter of a simple change, like perksperlevel, but without knowing where to look, it becomes quite a challenge. I found it myself on accident.

Scripting is a big one, as simple scripts are all that most mods need (if any) and it would be nice to have the commands explained and layed out for reference. While I'm guessing its very simple for people used to writing code, I find it far easier to edit an autoexec.bat file.

 

Just knowing what each of the buttons on the toolbar and their function would be a start. Plenty of tutorial worthy subjects for anyone with the understanding who doesn't mind offering his/her time to write them.

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I will second this, I have never done scripting before and I can't seem to wrap my head around it. The wiki tutorial is too mundane and only hits some of the key points of scripting. It doesn't get into detail on other ways to get the result you want or touch on any more complicated parts of scripting. A more hands on "I have never done anything like this in my life" kind of tutorial, maybe a video would be loads better.
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I'd suggest that if you have the time that you make the tutorial, since by making this thread you were thinking on it anyways. It could be very helpful as I've read there are some differences in the Fo3 GECK and The New Vegas Edition. If you do make the tutorial I'll connect it to the How To Become A Modder Thread to help more beginners get into modding on thier own. Edited by simplywayne90
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  • 3 weeks later...
I would be grateful for some basic tutorials. For example: I have searched the GECK wiki extensively for a tutorial on how to equip NPC's, (specifically the NCR), with an armor mod that someone else made. Without a hint or a clue as to how to go about it. I have done some fiddling around myself and thought I stumbled upon the solution, but I encountered a new problem that a simple tutorial would be able to solve. How to properly load up the data, and make it possible to save the changes you've made to your own mod. Sounds simple enough, but for the life of me, I cannot get any changes I make to save in the GECK. I set my mod to the active file, and I save it as it's own, new file. But every time I load the GECK back up, all the changes are gone, but the asterisks remain showing that changes were made. Sometimes, the armors I swapped out aren't there, but neither is the armor the NPC was originally equipped with. See what I mean? Complicated. Where's THAT tutorial? :wallbash: Edited by fume0101
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Perhaps this is obvious, but the armor somebody else made is in its own esp file. *Each* time you load geck or play the game, you must load this file. When you save your own mod, the definition of the other guy's armor is not copied into your mod. It is possible to merge his armor into your mod using another tool such as fnvedit or fomm, but it does not happen by default. The only reason I can think of for the behavior you describe is forgetting to load the other guy's file too.
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Perhaps this is obvious, but the armor somebody else made is in its own esp file. *Each* time you load geck or play the game, you must load this file. When you save your own mod, the definition of the other guy's armor is not copied into your mod. It is possible to merge his armor into your mod using another tool such as fnvedit or fomm, but it does not happen by default. The only reason I can think of for the behavior you describe is forgetting to load the other guy's file too.

I load falloutnv.esm, his mod, and my mod, and set my mod as active. Whenever I make changes, I save the progress and exit the GECK. Then I reload the Geck and check the changes I made and see that they haven't "stuck", and that the armors the NPC's were wearing by default are no longer in their inventory. I know I am missing something simple, but I can't for the life of me figure it out. Any Ideas?

Edited by fume0101
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Let's try something simpler. Load the base game and his mod into geck without making either one the active file. Drop his armor object onto the floor in some room, say the Goodsprings Saloon. Save, which means you save your changes as your new mod. In the game, select his mod and then your mod in the load order. Do you see the armor on the floor? So far so good. Now in geck, load the base game, his mod, and your mod. Do you see the armor on the floor?

 

If this is working, I hope we have made some small progress.

 

Next, let's make sure adding armor to an NPC is working, within a single mod. Make a backup copy of the other guy's mod. Now you are going to make a change to his mod. Load the base game and his mod, set his mod to the active file. Find your NPC and change his armor. Save, which means you are changing your local copy of his mod. In the game, make sure the modified copy of his mod, only, is selected. Load a game *from before you met the NPC* and check in game to make sure the armor is right. Back in geck, load the base game and your modified copy of his mod. Your changes should still be there.

 

Is this working? If these two experiments work successfully, I can't think of any reason why doing them both together should cause any different result.

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