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Tutorial to modify an existing housing mod?


kevkiev

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First attempt at the GECK.

 

I just want to add a usable couch, or maybe a chair or 2, to the outside deck of a housing mod I DL'd (for companion sandbox purposes). Anyone know of a good tutorial for that? Is this a reasonable thing to start off with as a beginning Gecker?

 

My failed DIY info:

 

Following these tips, I changed the Geckcustom.ini to allow loading of multiple master files, then went to select the mod that I want to edit (ie via File/Data in the GECK toolbar). Unexpectedly, the Honest Hearts and Dead Money ESM's (but not the FalloutNV.esm) were already checked so I unchecked them and checked the file I wanted to modify but, when I hit ok and the GECK loaded some data (after I clicked no to setting a master file, since the instructions said not to), I couldn't find anything resembling the mod to select for the render window. Just seemed to be interiors and worldspaces from the main FNOV game. (I.E. in the window below the render window).

 

Was hoping things would be a bit more intuitive/ self-explanatory (I figured I'd essentially just copy and paste a couch or chair from the interior to the deck area) so I bailed at that point, having only accomplished changing my esm icons to orange suitcases (doesn't seem to hurt anything). oops, I just noticed the stuff at the top of thread I was following "This assumes you're already familiar with using the Geck" - uh, nope

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You need to make sure there's an X next to Fallout NV.esm, and the same for any other esm file the mod requires. You can't set master files as active. Then, to make a mod without editing the mod you want to use, make sure there's an X next to the mod (esp file) and then click on OK.

 

That should load the base game data and the mod data required.

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You need to make sure there's an X next to Fallout NV.esm, and the same for any other esm file the mod requires. You can't set master files as active. Then, to make a mod without editing the mod you want to use, make sure there's an X next to the mod (esp file) and then click on OK.

 

That should load the base game data and the mod data required.

 

Thanks for the reply ME. I'll try that out. (I don't think the mod uses anything from DM or HH) Oddly, the instructions I was following (essentially to make a copy of the mod and then modify that) said to just check the file you want to modify and that any other necessary files would load automatically. Actually, it seemed that the data that did load was (only) from the main game?

 

update: seemed to work okay with just selecting the mod and uploading.

 

update: ok, got a "nero" couch up on the roof nicely aligned (I think) with its surroundings. I saved it and am about to try it out.

 

update: well, dammit. the mod was Cliffside-home, a very cool shack way up a cliff. Most of it, including map marker and entrance hatch, are gone. From what I can see from the valley floor, I made a mod that is comprised of 3 planks of wood, a chair and my new couch, all suspended about 500ft in the air. Aaargh... (In hindsight, I think those were the only 3 items I clicked and got the coloured boxy outline around them.)

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