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adding weapons to hideout using geck


silverbullet

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Hi there, im very new to using the geck, i only know the basic's and im trying to better my self using it...

my problem is i have a mod that adds an underground hideout, and i wanted to change the lighting in there to make it more warm and homely (i know it sounds daft) and ive managed to do that no problem with the geck, but in this mod there is a display room and i would like to add my custom mod weapons to the wall like this http://www.newvegasnexus.com/downloads/images/37884-4-1292263628.jpg this was done using the geck, now if im right in doing so ive loaded up fallout main esm, the hideout mod (set as the active file) and then several weapon mod in the geck, i have added some weapons to the wall as a test, but when i save it and load the game up, there not there... guessing im doing it wrong... could someone point me in the right direction please =)

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you did everything right, aside from one small problem

you see, the weapon mods that you loaded in the GECK, they have esp plugins, not esm plugins

what is the difference?? esm plugins can be master files, while esp plugins can't

and what you need, in order to add the guns, is to have the weapon mods masters of whatever plugin that you'll create (and it's generally better to create a new plugin, not modify an existing one)

 

so, you will need to make all the plugins you use as masters for your plugin

to do this, you can follow this tutorial, just that instead of Wrye Bash (which is for Oblivion), you'll need to get Wrye Flash

 

i hope this will work for you :)

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im a noob and dont really understand whats going on here, could you put it more simply/easier.

 

from all my previous experience with mods, master files are only used with big mods for whatever reason...

 

my brother has made a small mod for oblivion, and he just created a plugin for oblivion.esm and set it as active file..so i dont really understand why the mod wouldnt work, if i load it after all the mods. :rolleyes:

 

now i presume the issue here is caused because i am loading other mods alongside my plugin i want to edit?

 

i tried using wrye flash to copy the underground home esp to a esm and edit it from there, but i get an error saying cant load multiple masters...

 

im probably doing everything completely wrong here, so i apologize in advance, but thanks for all the help, if you could just clarify this :biggrin:

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OK so here some basics:

 

.esm:

 

MASTER file, if you want to use stuff from a different mod, you need to have an .esm

 

.esp

 

PLUG-IN file, needs a Master file to be dependant on, if you want to use weapons, etc. from another mod

 

How-to-make-it-work:

 

example1: the mod you want to use stuff has a master-file

 

open the GECK.ini in your documents/mygames/fallout new vegas/ folder

edit the allowmultiplemasterfiles=0 to allowmultiplemasterfiles=1 (might be different spelled, I hope you know how to use the search function properly)

 

load falloutnv.esm with theothermod.esm inb GECK

 

do what you want

 

example2: the mod you want to use stuff from has just an .esp

 

download NVedit

open NVedit

tag the .esm flag of that mod under the file-header section

close NVedit and save

 

continue like example 1

 

REMEMBER to untag that flag after your editing, so it is a proper .esp again

 

check out the wiki for further informations about it

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OK so here some basics:

 

.esm:

 

MASTER file, if you want to use stuff from a different mod, you need to have an .esm

 

.esp

 

PLUG-IN file, needs a Master file to be dependant on, if you want to use weapons, etc. from another mod

 

How-to-make-it-work:

 

example1: the mod you want to use stuff has a master-file

 

open the GECK.ini in your documents/mygames/fallout new vegas/ folder

edit the allowmultiplemasterfiles=0 to allowmultiplemasterfiles=1 (might be different spelled, I hope you know how to use the search function properly)

 

load falloutnv.esm with theothermod.esm inb GECK

 

do what you want

 

example2: the mod you want to use stuff from has just an .esp

 

download NVedit

open NVedit

tag the .esm flag of that mod under the file-header section

close NVedit and save

 

continue like example 1

 

REMEMBER to untag that flag after your editing, so it is a proper .esp again

 

check out the wiki for further informations about it

 

already allowed multiplemasterfiles bit now... were is the .esm tag located under the file header, all i can see is this (see attachment)

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Please download the excellent FNVedit training manual also available at newvegasnexus. It will answer this and many more questions. Find the empty space next to record flags at the upper right and right click, edit. This will bring up a list of many checkbuttons, one of which is "ESM". Check that one.
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right, so using fnvedit i have combined all the weapon mods i want to display into one esp, ive disabled the origional seperate ones and the game still runs fine with the modded guns, so im guessing that has worked. I then loaded up FNVedit and flagged both my new weapon esp (combined weapons.esp) and the underground hideout mod (UHNV.esp) as .esm's loaded them both up in geck, added a couple to the wall to test, saved my new esp as UHNV Weapons on wall.esp and put that higher in the load order in fomm, removed the .esm tags from both UHNV and combined weapons, loaded the game up and still nothing.... should i only tag the combined weapons.esp and not the UHNV.esp?
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well, it sounds like you did everything right

 

i know that for me, when i added items to cells, i had to do this twice, as the first time the items didn't appear

so try doing this again, save, then load your new plugin in the GECK again, and check if the items are there

if they are, test it in the game

if not, add the items again, then test it in the game

 

don't know why this is happening, but if this is the problem, then this should work

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