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Can you replace a companion's model with another in GECK?


haretz

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It could be done, but it would probably take a lot more effort than just a simple model swap. You can't just arbitrarily swap out an NPC model fora a creature model in the GECK.

 

You could make a "giant radroach suit" by remapping the radroach mesh to a human armature. That would turn Arcade into a "King of the Radroaches" type of thing where he would have a radroach body, but he would be human-sized (unless you scale him down) and he would still walk and talk like a human.

 

It may be possible to create a custom human race that uses a radroach body, but I suspect that you'll run into all kinds of issues there since the setup for NPCs assumes some sort of humanoid-ish body.

 

Another approach would be to create a new Arcade radroach creature. Then you just modify all of Arcade's quests and dialog entries to reference this radroach creature instead of the original Arcade. And of course you would have to swap out your new creature radroach in place of the existing Arcade. It would be a fair amount of work, but you would end up with a radroach sized Arcade that looks and walks like a radroach.

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Actually, I think I misunderstood that. It's my second time making any sort of mod, so bear with me if I did anything stupid guys. I made a radroach, set him to have Arcade's Script, his factions, etc. etc. However, when I tried adding Arcade's other scripts, which were prefaced with INFO, the Script box did not have an "add" or "new" button like the others when I right clicked. I searched it up, and it seems to require FOSE, which I assume can be replaced with NVSE since I'm trying to make a New Vegas mod? I could also be completely and utterly confused though, and it might be simpler. All I've done before this was make a human companion, so once again, sorry if any of this comes across as really stupid

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It is my understanding (from their wiki) that NVSE incorporates all of FOSE. Though you might find some syntax changes for particular commands as it has evolved. See the "GECK: Functions (NVSE)", "GECK: Functions (JIP)", and "GECK: Functions (Lutana)" pages in the "Community GECK Wiki" site.

 

If you are not already aware of it, please see the wiki "Getting started creating mods using GECK" article for links to tutorials and tips on things people commonly ask about.

-Dubious

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I certainly understand the concept of keeping it simple as a beginner. But really, the "GECK PowerUp" and "script extenders" and their addons actually make most things even easier than the basic GECK commands and functions. They really are "mod maker tools" to overcome shortcoming of the GECK. Especially debugging. And almost every player of a modded game has them installed because at least one of their mods requires it.

 

-Dubious-

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Ah yes, I certainly already had NVSE installed. Powerup and other plugins I've found have been extremely useful though-thank you for recommending them! GECK has been easier to maneuver than before

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