TrooperScooperMKII Posted December 28, 2010 Share Posted December 28, 2010 How do you add custom models (or future DLC content) to the GECK? Do you overwrite the .BSA file, or just use an import/export feature? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted December 28, 2010 Share Posted December 28, 2010 what do you mean by that??if you could explain your question better, i am sure i can answer it, but i just don't understand what you are asking...... what exactly are you trying to do?? Link to comment Share on other sites More sharing options...
LHammonds Posted December 28, 2010 Share Posted December 28, 2010 You add custom content to the GECK by placing assets in the appropriate location under the "Data" folder. Meshes (e.g. models or NIF files) go under the "Data\Meshes" folder.Textures (e.g. DDS files) go under the "Data\Textures" folder. The assets "could" be packaged up into a single BSA (Bethesda Archive) or they can be left in extracted form. LHammonds Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted December 28, 2010 Author Share Posted December 28, 2010 (edited) Thanks for the fast response.EDIT: there aren't any Texture or Mesh folders in the Steam NV directory. Do I have to "unpack" the game, or am I looking in the wrong place? Edited December 28, 2010 by TrooperScooperMKII Link to comment Share on other sites More sharing options...
LHammonds Posted December 29, 2010 Share Posted December 29, 2010 You said "add custom models" which does not imply "unpacking" of anything that shipped with the game. It would be a good idea to unpack the meshes and textures that comes with the game so you can see how they organized their files but I'd unpack it to an unused area just for referencing. You need to create the appropriate folder structures if it is the 1st mod you are creating. If you have installed mods created by other people, you will likely have many of those base folders created already. It is recommended that you keep your project files under your own project name. Example, if your mod is called "StickFigures", you might want to organize the files as such: Data\Meshes\Armor\StickFigures\*.nifData\Meshes\Weapons\StickFigures\*.nifData\Textures\Armor\StickFigures\*.ddsData\Textures\Weapons\StickFigures\*.ddsData\StickFigures.espData\StickFigures Readme.txt LHammonds Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted December 29, 2010 Author Share Posted December 29, 2010 This is my first mod with a Bethesda game, so I'm still a little confused on the file formats. I've already tried moving the files to new folders, but nothing shows up in the GECK. In another game I've modded, there was a "manifest" file... it that what the .esp does? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted December 29, 2010 Share Posted December 29, 2010 the esp file, is how the game reads the resourcesthis is where all the game is, the scripts, places, characters, quests, all of it so you need to create your items in the GECK, for the game to read them what doesn't show up in the GECK??because if, for instance, you have made new meshes and textures for guns, you need to actually create the guns using the GECK, in order for you to have them playable Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted December 29, 2010 Author Share Posted December 29, 2010 I've been trying to get new models into the game, but I can't get them to show up in the GECK. Link to comment Share on other sites More sharing options...
LHammonds Posted December 29, 2010 Share Posted December 29, 2010 Typically, you double-click on a similar weapon and change the Form ID and save it...which will create a new Form ID. Then you click the button that chooses the model and point it to the path where your new gun model is residing. I do not know for sure, but I am guessing that when you click the button, it opens up a file browser that starts in the "Data\Meshes\Weapons" folder. If that folder does not exist, it might default to just the "Data\" folder. If you are very new to all this, you might want to test out the overall process by using assets that came with the game to avoid potential problems with the NIF and DDS files themselves. Create a place holder if you will for your new weapon and copy a NIF from the game to your desired location. If you can get THAT model selected and placed in the game, the next step would simply be to replace that NIF file with your custom gun. If it does not work, you know it is not a problem with the plugin but the NIF you placed there or the related DDS texture. For example, if you are wanting to put a new knife in the game, first, copy a knife model that comes with the game to your desired end-result: Copy "FO3 Export\out\Meshes\Weapons\Knife.nif" to "Data\Meshes\Weapons\MyMod\MyKnife.nif" Create a new plugin and edit an existing Knife weapon and give it a new form ID (such as MyKnife). Then change the model it uses to your "Data\Meshes\Weapons\MyMod\MyKnife.nif" Add it to a vendor or location somewhere or have it auto-add to your inventory. Start FO3 and see if your new knife works as it should. If so, then you got yourself a good-working plugin. The only thing to do now is to replace the "MyKnife.nif" file with your custom model. Test it in-game to see if the model works correctly. If not, the only thing you need to do is troubleshoot the NIF and/or DDS files. LHammonds Link to comment Share on other sites More sharing options...
WastelandAssassin Posted December 29, 2010 Share Posted December 29, 2010 what can you see in the GECK??when you create a new item, and try to enter the model, what do you see?? also, are you using Archive Invalidation??i think that it also affects the GECK rendering new models and textures, but i'm not surestill, you need it to play with new contents...... Link to comment Share on other sites More sharing options...
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