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any lasting effects if I screw up a mod in the geck?


kevkiev

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1. (Potentially dumb) question: I'm a geck beginner and am often employing the "trial and error" method. I'm thinkin' that worst case scenario, if I screw things up in a mod, would just be to scrap it and start over? Am I right that, as long as the esp I'm working on is the active file, there's no way to bugger something up in the game permanently? I'm 99.9% sure that's the case, but thought I'd shore up my .01% uncertainty.

 

2. Context (ie ignore if you'd rather): I want to add a couple more weapons trunks to the far corners of the lucky 38 master bedroom. I figure to 1) delete both the "Jane" and "Marilyn" securitrons that the geck shows around where I want to put the trunks (I don't think they're used for anything) and then 2) add a couple more "l38upgradeweapontrunk1" (which I've bought in-game). When I went to delete Jane and Marilyn I got a warning that they're referenced to a script, but I figure that it's just a script unique to them so I'm 99% sure it's okay to delete. Especially since they're not referenced in any other cells. I'd then check to see that nothings changed with the Jane securitron on the penthouse floor just to be sure its not linked somehow. (Since Marilyn was cut from the game, I'm thinkin' deleting her should be worry-free.) If I did notice something screwy after deleting the 2 securitrons (or adding an upgrade weapon trunk - I couldn't find any other weapon trunk in the geck so figured I'd use the lucky38 upgrade ones), I figure I'll just scrap my mod and start over. But up 'til now I've just made custom weapons and added basic objects to cells. I haven't encountered scripts and the like so just want to make sure I can't screw something up permanently in the game.

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As far as I am aware the GECK won't allow you to modify the Fallout New Vegas master (esm) directly, it will only allow you to create plugins (esp). There shouldn't be any issues if you screw something up as you can just remove the plugin, but as such I'd advise keeping backups of the mod if you wish to keep any changes you made before you deleted/modified something you didn't want to.
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the statement above is true. To add on to that... when editing the base of a container, you are editing every container that shares that same object ID.

 

So...

 

Trunk 1 shows up in 99 different place in the game. If you edit it's contents then you will edit all 99 existing trunk 1 containers... Be careful and considerate when editing objects that appear a lot in the game, as it may tip the balance.

 

If you have only 1 instance of trunk 2, then when you edit the contents of trunk 2... it won't change everything in the game.

 

This is why making new containers is often desirable for unique objects unless you want a generic container.

 

I hope this helps. :)

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Okay, perfect, thanks for the replies. I'm glad to know that I can't screw things up overall. I have a rudimentary grasp of the editing of objects thing, just from the few personal weapon mods I've made. I always change the base id so it doesn't change every weapon of that kind in the game.

 

However, I'm totally confused by the whole adding a trunk thing *snip*

 

edit: okay, found the footlockers, and they have loot in them. Now I see what you mean a bit more, Skibblets, if I make it empty I'll make the corresponding BOS one empty, as well as any other occurrences of that trunk in the game. I changed the object id so that wouldn't happen (I think) - thanks for that.

Edited by kevkiev
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