ZableBlaze Posted December 30, 2008 Share Posted December 30, 2008 I'd love to see the dialogue bug, where some Vista users cant edit dialogue. It just crashes. AUGH ITS SO ANNOYING Link to comment Share on other sites More sharing options...
soulsquisher Posted December 30, 2008 Share Posted December 30, 2008 Some more flexibility involving changing textures, models, effects, ect. So far I can only edit things with similar models or effects as my end result. unless someone can tell me how to select one of these. Link to comment Share on other sites More sharing options...
RandianHero Posted December 30, 2008 Share Posted December 30, 2008 Make the blasted thing easy to use for a change. Simple dialogue shouldn't be such a damn climb through the Himalayas. Link to comment Share on other sites More sharing options...
jmayor Posted December 30, 2008 Share Posted December 30, 2008 Make the blasted thing easy to use for a change. Simple dialogue shouldn't be such a damn climb through the Himalayas. hense my wish for a "wizard" :P Link to comment Share on other sites More sharing options...
Rekicker Posted December 30, 2008 Share Posted December 30, 2008 You can delete things from your ESP in the GECK. Just right click > delete and *bizzboop* it's deleted. Of course, you have to save, close, and reopen your ESP for the delete to take hold - it's a strange safety feature that prevents you from deleting things accidentally since you can "undelete" it until you save, close, and reopen. Link to comment Share on other sites More sharing options...
cobalt262 Posted December 30, 2008 Share Posted December 30, 2008 You can view what files an ESP adds/changes. When you go to open an ESP file, click on it then click the DETAILS button next to SET AS ACTIVE FILE - this will show all records contained within the selected ESP. You can also set records to be ignored upon loading, click on a record and press the delete key, you will be shown a message warning you about what you are doing and a I will show up next to the record (note some records will have this as default, ignore these they are just group types) - if you load an ESP that has records ignored in it, it will be loaded as if those files were never added/modified. - to get 3DOG back to his annoying self, before you load your mod set his records to be ignored in your ESP, load it, then save it = no 3DOG modified by your mod What the G.E.C.K. needs:The ability to add enchantments to ammo as easily as you can to weapons, so you could have AP / HP / HE / EMP / Plasma etc. just by loading a different ammo instead of having to script-swap with a copy of the same damn gun that just has a different enchantment on it. Link to comment Share on other sites More sharing options...
NightwolfAA2k5 Posted December 30, 2008 Share Posted December 30, 2008 An easy way to merge multiple plugins into 1, similar to morrowind CS Link to comment Share on other sites More sharing options...
RandianHero Posted December 30, 2008 Share Posted December 30, 2008 Actually, you can already do that, Nightwolf -- just check multiple esps when opening the GECK. That usually lumps them all into one thing that you can save. Link to comment Share on other sites More sharing options...
Slyvena1 Posted December 30, 2008 Share Posted December 30, 2008 no it just means you use the resources of one. Link to comment Share on other sites More sharing options...
domfada Posted December 30, 2008 Share Posted December 30, 2008 A way to 'import' forms from other mods, WITHOUT the GECK making a local copy with a new FORMID. Basically replicate the overriding Master / plugin behavior, but between plugins, so we can have plugins that use global vars and scripts defined in other plugins. Right now it can be done using FO3Edit and its 'copy as override into...' functionnality, but everytime you edit the mod, the GECK will reset it to use local copies. Extremely annoying. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.