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Version Control in New Vegas GECK?


Ez0n3

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I was just wondering if anyone sucessfully set up version control with the New Vegas version of the GECK?

I got it working with Skyrim a while back and just recently got it working with Fallout 3, but I can't seem to get it working with New Vegas. The NV GECK it nearly identical to the FO3 GECK, all of the same ini entries exist for both.

I did see this article though: http://www.falloutwiki.com/Blog:News/J.E._Sawyer_talks_GECK_and_NWN2

The retail GECK is almost identical to the dev GECK. Version control is the one very notable difference. Obviously having access to the source code allows Bethesda to build-in/retrofit for things that designers can't do through the GECK itself, which endusers can't do. Believe me -- we had the same sort of problem when NWN2 was released. People insisted that we could not possibly have made NWN2 with the retail toolset. To an extent, that's true; for most of development, the NWN2 toolset was actually much, much worse.

 

Maybe Obsidian couldn't release a GECK with version control funtionality?

 

If I enable version control, it will auto create the "\\Merging\\ConstructionSetNetwork.ini" like it's supposed to (I can read/write to all the shares).

 

If I disable version control and the ConstructionSetNetwork.ini exists, it will say something like "version control is disabled, continue loading anyway?", like it's supposed to.

 

But it never throws an error about the missing .fud files. And when I do the "view details" thing on the master, it loads a long list of items rather than asking if I want to create a new list to save space.

 

What I use for a quick test to see if it's working, is to load the GECK/CK and then highlight the master (Fallout3.esm, FalloutNV.esm, Skyrim.esm) and click details. If it asks "do you want to create an empty list", then it's working. If it starts loading a long list of forms, then it's not working - terminate the task.

 

Anyone managed to get VC working in New Vegas?

 

VC Resources:

http://www.creationkit.com/Version_control

http://www.sureai.de/development/tutorials/skyrim-creation-kit-version-control/

http://wiki.tesnexus.com/index.php/Version_control_primer

http://www.darkcreations.org/forums/topic/1870-ck-version-control-discussion/

 

http://geck.bethsoft.com/index.php/Version_Control (Incomplete)

Edited by Ez0n3
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Nobody is using version control on their projects?

 

I updated the version control page on the wiki which shows how I got Fallout3 working:

http://geck.bethsoft.com/index.php/Version_Control

 

New Vegas seams nearly identical. It's crazy that it would work on the games that came before and after, but just not NV. Especially considering that all of VC appears to be there, it's just nor working for me.

 

No large project devs have VC running in NV?

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For Project Brazil I've been using FNVPlugin and FNVedit to merge plugins into the project esm. We're up around 200,000 records with no structural errors at all.
Your post is the first I've seen regarding VC for Fallout. Though I 'm not surprised it exists, Its never occurred to me since I've got tools to do that (merging) already.

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New Vegas seams nearly identical. It's crazy that it would work on the games that came before and after, but just not NV. Especially considering that all of VC appears to be there, it's just nor working for me.

 

It's not that crazy when you consider that all the other games besides NV were made by Bethesda. Obsidian used Bethesda's Fallout 3 engine and assets but who knows what changes they made to it.

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For Project Brazil I've been using FNVPlugin and FNVedit to merge plugins into the project esm. We're up around 200,000 records with no structural errors at all.

Your post is the first I've seen regarding VC for Fallout. Though I 'm not surprised it exists, Its never occurred to me since I've got tools to do that (merging) already.

What's nice about VC is that it's seamless. I can start the GECK, make some alterations, merge them, refresh, make more, merge them, refresh, etc without having to close the GECK. Also, this may seem superficial, but I like how altered records from the last merge show up with a green tint.

 

I will probably end up merging with FNVPlugin and FNVedit for NV like you are, I will just space out the merges since I have to shut down the GECK to do it.

 

IE: Start GECK, make some alterations, close GECK, open FNVedit, merge records, close FNVedit, start GECK, make some alterations, etc...

 

EDIT:

Project Brazil looks really good :wink:

 

 

New Vegas seams nearly identical. It's crazy that it would work on the games that came before and after, but just not NV. Especially considering that all of VC appears to be there, it's just nor working for me.

It's not that crazy when you consider that all the other games besides NV were made by Bethesda. Obsidian used Bethesda's Fallout 3 engine and assets but who knows what changes they made to it.

What I meant is that much of VC appears to exist and be somewhat functional. If you have the wrong ini settings or what have you, it will throw errors as if it's working.

 

It appears as if they left 99% of VC in but removed the ability to add users "WhoCanMerge". I can add those entries to the ini, but it's as if they have no affect.

 

I'm going to hammer at it a bit more, fingers crossed :/

 

EDIT:

Also, just an FYI, when I add users to the section "WhoCanMerge", those users are automatically written to the "ConstructionSetNetwork.ini" file like they should be. So it's definitely reading them from the GECKCustom.ini, GECKPrefs.ini files and then writing the user info to "ConstructionSetNetwork.ini". I fear that any user added will not have the correct privileges matching some possibly hard coded check.

 

As if it's saying: A new user has been added, add them to the net ini, do they have sufficient privileges (member of obsidian team)? No, so disable the VC functions.

Edited by Ez0n3
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  • 4 months later...

Sorry to necro but, NV VC does work! :smile:

I updated the wiki for Version Control which now has the few differences between FO3 and FNV.

Thanks to J.Burke at Obsidian for pointing out that the INI entries for the users had been changed in NV.

Fallout 3 uses these:

[WhoCanMerge]
[WhoCanForceCheckout]

While Fallout NV uses these:

[SudoWhoCanMerge]
[SudoWhoCanForceCheckout]

So you have to prepend "Sudo" for the NV version of the GECK and obviously replace Fallout3 with FalloutNV where applicable.
:dance:

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