Rexdorchester Posted February 10, 2012 Share Posted February 10, 2012 Dear Forum,I am making a mod that creates an activator witch runs a script I made and in turn a new type of crafting put in the "recipe category" category menu. there is only one flaw with the system so far. I need to extract the nv_mojave-express_dropbox.nif from Fallout new vegas.esm with Fallout Mod Manager to use that models there a way to use it.Is there a way to use it directly from the new vegas .esm (like the Mojave post boxes do) so when people install the mod all they have to do is place the mod in data and select it in fallout new vegas? any help is appreciated. sorry about the lack of screen shots it would not allow me to upload them. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 10, 2012 Share Posted February 10, 2012 You have to extract to choose the model in geck, afterward you can delete it. Users of the mod don't have to extract the model in order to use it, they already have it in their bsa. Link to comment Share on other sites More sharing options...
Rexdorchester Posted February 10, 2012 Author Share Posted February 10, 2012 but the Geck editor is not looking in the bsa file it is looking in the data/meshes folder Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 10, 2012 Share Posted February 10, 2012 Right. The path is the same inside and out. Link to comment Share on other sites More sharing options...
Rexdorchester Posted February 13, 2012 Author Share Posted February 13, 2012 but how do you set that path is what i am asking. thank you so much for your continued support by the way! Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 13, 2012 Share Posted February 13, 2012 It is all I'm good for. Extract the file with bsa extractor. I usually do at least 2 files at a time so it keeps the path. For nv_mojave-express_dropbox.nif, the path is meshes\clutter\. If you are just extracting the one file, that's where you need to extract it to.In GECK, browse to meshes\clutter\nv_mojave-express_dropbox.nif. Hit OK to save your new item.Once that's done, you can delete nv_mojave-express_dropbox.nif, from now on the game/geck will get it from inside the bsa, and so will users of your mod. Link to comment Share on other sites More sharing options...
SHazardous Posted February 14, 2012 Share Posted February 14, 2012 Ah, this is good to know, I was strugling with the same problem. @Q: you'd get another kudos from me if it was possible. =) Link to comment Share on other sites More sharing options...
Aramatheus Posted March 1, 2013 Share Posted March 1, 2013 Hello! I'm sorry if it's considered bad conduct to reply to something this old but I just had to share this and I wasn't sure where to put it..I'm new to modding, and I've just started fiddling around with the GECK, making a few new perks here and there, some miscellaneous scripts and stuff.. After reading this thread, I felt a bit bummed about the idea of having to extract a model from the gamefiles just to assign it to an object you're making, so I tried something a bit different and to my surprise it worked better than I expected. This might be common knowledge, and I'm sorry if it is but here goes.. I wanted to make a usable Microscope, so I created a new object in ACTIVATORS and wanted it to use the Microscope model from Furniture\Microscope01.NIF - I created a new empty text file in my Data\meshes\furniture and renamed it to Microscope01.NIF.. I then found that file in the GECK, selected it and voilá, GECK actually automatically pulled all of the model data from inside the game files, apparently because the file I created and designated was empty! I just wanted to share this, incase someone would find it useful... :) Thanks, and sorry if I did something wrong! Link to comment Share on other sites More sharing options...
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