cc135691 Posted May 21, 2011 Share Posted May 21, 2011 Can anyone tell me if its possible how you edit your player character and or the clothing they wear using geck. I'm new to the program and i can't figure out how to open the character data, let alone edit it? Link to comment Share on other sites More sharing options...
drakeelvin Posted May 21, 2011 Share Posted May 21, 2011 (edited) You can write a script that adds, removes and equips items on the player. e.g. Player.additem <item> <amount> As far as I know the player data isn't available in GECK its in the savegame file, but GECK allows you to manipulate player inventory and stats through script commands. The three most basic commands are: player.additem <itemID> <amount>player.removeitem <itemID> <amount>player.equipitem <itemID> If you want to find some examples from the game itself, load FalloutNV.esm into geck then search for text player.additem, use Edit -> Find Text to search for those commands, there's tons of examples ... The remove is rarer but there is one point in Craig Boone's quest where he gives you an item then later takes it back and gives you another so you'll find a removeitem command in there. If this is something you always want at startup you can create a quest that activates at startup and runs your script one time from the quest ... I suspect that's what your goal is. I have an example of that somewhere I'll try to find it and post it a bit later. Edited May 21, 2011 by drakeelvin Link to comment Share on other sites More sharing options...
drakeelvin Posted May 21, 2011 Share Posted May 21, 2011 (edited) Can anyone tell me if its possible how you edit your player character and or the clothing they wear using geck. I'm new to the program and i can't figure out how to open the character data, let alone edit it? Here's a simple quest script that adds some basic clothing and items to the player, equips them, and also demonstrates item removal. It avoids doing anything inside Doc Mitchell's house because that might interfere with character creation but will activate once you leave, and it runs once. To use this just add a quest, then add this script to the quest, and check "Start Game Enabled" in the quest. Easy peasy. Good luck scn DXEFarmerQuestScript int iDoOnce int iHouse Begin GameMode if iDoOnce == 0 set iHouse to Player.GetInCell GSDocMitchellHouse endif if iDoOnce == 1 ; Do nothing we've already done elseif iHouse == 1 ; Do nothing inside Doc Mitchell's house elseif iDoOnce == 0 set iDoOnce to 1 ; Armor Player.Additem OutfitRepublican02 1 Player.Equipitem OutfitRepublican02 ; Add a used item less than 100% condition Player.Additem CondShovelLoot 1 Player.Equipitem WeapShovel ; Remove item example Player.Additem WeapPlasmaRifle 1 ShowMessage DXEFarmerRifleMesg Player.Removeitem WeapPlasmaRifle 1 endif End p.s. The Farmer Rifle Message just says, "Sorry, the rifle is mine :D" before taking it away again. Just a humorous way of demonstrating item removal to a salivating adventurer. Also, you can get a lot more sophisticated than this, there are commands to check if items are already in inventory, etc... Edited May 21, 2011 by drakeelvin Link to comment Share on other sites More sharing options...
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