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In depth, comprehensive GECK Tutorial?


AWOL85

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You probably already know about but I highly recommend the official Bethesda Fallout 3 series of Geck tutorials. Link: http://geck.bethsoft.com/index.php/Category:Getting_Started#My_First_Vault_Tutorial_Series

 

They walk you through from noob to knowledgable. If you follow the tutorials you will have a lot of the core knowledge of the geck. It is for the Fallout 3 geck but it's pretty much the same as the NV version. Watch the tutorial videos as well of course. Then after all of that I also suggest you look over the vanilla quests and stuff and try to learn how they implemented the quests and scripts. The best part about the scripts they wrote is all the comments they wrote detailing their intents with the codes and such. If that's not enough the nexus of course has a wealth of great quest mods you can look in the geck to learn from.

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They only really cover to navmeshing, and the tutorials don't cover scripting, or any advanced stuff. You pretty much have to just figure it out. Ask lots of questions and look at what others have done.

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Can somebody please tell me how the hell to put an item in the game? In the weapon tutorial, he just sets it on the table in a matter of seconds! I have to go into edit and f*#@ with the Z axis attribute and it still won't show up right!

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From the object list, click and drag the weapon of interest into your render window.

 

To raise and lower an object, press and hold-down the 'z' button while clicking and dragging your reference.

 

By default, clicking and dragging an object around will move it across the surface of an xy plane.

 

Pressing and holding down the 'x' button while moving an object will restrict movement to +/- x; 'y' to the same, +/- y.

 

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It's takes some getting used to to learn how to move the camera and manipulate objects seamlessly just like in any other workspace.

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Also, holding x,y,z and right clicking the object and moving your mouse will cause it to rotate on that axis. No messing around with the ref window to get things into a general position, and then you can tweak later. Moving this way causes the objects to snap to your rotation snap as well, so if you're trying to line up oddly rotated objects it's a good way to do it.

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