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GECK Problem


charwo

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I am trying to make a push to learn to mod with the Bethesda Videos, and before I start there is a problem. I cannot access the Cell View window to access cells to modify. WTF?! In this case, there seems to be a cell view window, but I can't access it. When it is unchecked in the View box, a little blue tab comes up that I can't expand, much like any other window that is unchecked. The problem is when I do check it, that blue bar moves to a place well below the visible screen, at least inside the windows blue bar. And because I can't scroll down to get it, I'm SOL.

 

And people wonder why I keep asking for someone to teach me this stuff. Because petty s*** comes up like this at every step and I'm on the verge of giving up any modding ambitions of mine. I'm in no mood to self teach myself on anything.

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try deleting all the geck related .ini's in your documents\mygames\Fallout new vegas folder then relaunch the geck. This should reset it back to the state it was in when you first installed it. Not sure if this will fix your issue but, I've had to do it from time to time because of GECK oddities.

 

chuck

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Thanks!

 

I actually got it to show up by tiling the windows via the Windows bar.

 

While you're here, you wouldn't happen to know how to duplicate base objects? Like in the video tutorial, he says to duplicate a hallway section and place it next to the first one to create a chain. Only, I can't get the thing to replicate.

 

Also, because you are chuck steel and have done such a good job with the Interiors project, is there a methodology for finding/designing cells based on building exteriors? In particular, I'm going to take a stab at fixing Primm, and I'll need interior cells for the gas station and the building next to Mohave Express, the one currently missing most of the second floor.

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The GECK handles assets through keeping track of base objects and references of those base objects.

 

Any object you place in a cell is a reference of a base object which the GECK keeps track of in the object-list. When you go to duplicate something in the cell view, select it, and press Ctrl+D. This will make another reference of the base object.

 

You should not change the base object unless you want to affect every single reference of the base object.

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The GECK handles assets through keeping track of base objects and references of those base objects.

 

Any object you place in a cell is a reference of a base object which the GECK keeps track of in the object-list. When you go to duplicate something in the cell view, select it, and press Ctrl+D. This will make another reference of the base object.

 

You should not change the base object unless you want to affect every single reference of the base object.

 

What I do is to look at the building I want to duplicate in the worldspace where ever it is and, especially if it is a large building row of buildings and, select and, copy them in there entirety, (Control C) go to my new interior cell and paste them in (Control V). If there a are a group of tiles to the building I sometimes group them by using (Control G) and, name them something Like MyNewBuildingTemp.

 

They may sometimes paste in to your interior cell off grid so you then need to look at one of the interior tiles inside your cell to find it's rotation. One you know that apply it to the exterior building you pasted in. If necessary rotate the building with the 45 decree lock checked to get the door facing the right direction.

 

Move the building or group of building below the floor of your interior tiles.

 

You now have the exact exterior wall layout of the building you want to fill in and, can easily approximate the size and shape of the building exterior with interior tiles.

 

once finished with your layout delete the Temp SCOL (Static Collection) model of your building from the cell and, go about happily furnishing, Cluttering your new cell.

 

If you leave a static collection (SCOL Model) in your mod you'll need to include it with your upload. To avoid this I always break it back up into it's original forms to avoid forgetting to add the mesh to my upload. To do this simply select the form again and, hit (Control G) again and, the GECK will ask you if you want to break it up.

 

hope this helps

 

chuck

 

 

 

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They may sometimes paste in to your interior cell off grid so you then need to look at one of the interior tiles inside your cell to find it's rotation. One you know that apply it to the exterior building you pasted in. If necessary rotate the building with the 45 decree lock checked to get the door facing the right direction.

 

A neat and useful trick:

 

If you're anal about orienting your interior rooms exactly as the building is oriented, right click in the render window, and select 'render window properties.' Under the 'movement' tab, click on the 'select snap reference' button next to 'snap to reference.' Your cursor should now become a target. Double click on the building or door for which you would like to create an interior space. This resets the orientation of the grid from default (which follows the cardinal directions) to however the selected snap reference is located and rotated in space.

 

It's kind of like how inertial reference frames work, only with respect to the coordinate system.

Edited by TrickyVein
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They may sometimes paste in to your interior cell off grid so you then need to look at one of the interior tiles inside your cell to find it's rotation. One you know that apply it to the exterior building you pasted in. If necessary rotate the building with the 45 decree lock checked to get the door facing the right direction.

 

A neat and useful trick:

 

If you're anal about orienting your interior rooms exactly as the building is oriented, right click in the render window, and select 'render window properties.' Under the 'movement' tab, click on the 'select snap reference' button next to 'snap to reference.' Your cursor should now become a target. Double click on the building or door for which you would like to create an interior space. This resets the orientation of the grid from default (which follows the cardinal directions) to however the selected snap reference is located and rotated in space.

 

It's kind of like how inertial reference frames work, only with respect to the coordinate system.

 

Or you could just use a NorthMarker...

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Sure, but it actually comes in really handy when creating infrastructure and an entire city block is off 30 or so degrees from North.

 

Also, if you want to be creative and 'tilt' an entire interior space like how the back-half of Rivet City felt like it was sinking into the Potomac (or Anacostia?), then this is what you do.

Edited by TrickyVein
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