silverbullet Posted February 10, 2011 Share Posted February 10, 2011 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 =) Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 10, 2011 Share Posted February 10, 2011 you did everything right, aside from one small problemyou see, the weapon mods that you loaded in the GECK, they have esp plugins, not esm pluginswhat is the difference?? esm plugins can be master files, while esp plugins can'tand 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 pluginto 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 :) Link to comment Share on other sites More sharing options...
silverbullet Posted February 10, 2011 Author Share Posted February 10, 2011 thanks for the quick reply =) gonna try now, i will report back if i have any success or to pester you more lol thanks Link to comment Share on other sites More sharing options...
silverbullet Posted February 11, 2011 Author Share Posted February 11, 2011 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: Link to comment Share on other sites More sharing options...
retakrew7 Posted February 11, 2011 Share Posted February 11, 2011 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/ folderedit 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 NVeditopen NVedittag the .esm flag of that mod under the file-header sectionclose 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 Link to comment Share on other sites More sharing options...
silverbullet Posted February 11, 2011 Author Share Posted February 11, 2011 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/ folderedit 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 NVeditopen NVedittag the .esm flag of that mod under the file-header sectionclose 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) Link to comment Share on other sites More sharing options...
davidlallen Posted February 11, 2011 Share Posted February 11, 2011 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. Link to comment Share on other sites More sharing options...
silverbullet Posted February 12, 2011 Author Share Posted February 12, 2011 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? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 12, 2011 Share Posted February 12, 2011 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 appearso try doing this again, save, then load your new plugin in the GECK again, and check if the items are thereif they are, test it in the gameif 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 Link to comment Share on other sites More sharing options...
silverbullet Posted February 12, 2011 Author Share Posted February 12, 2011 (edited) nope, everytime i load it back up in geck the weapons have gone Edited February 12, 2011 by silverbullet Link to comment Share on other sites More sharing options...
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