Beginner at using GECK, need some instructions

Post » Fri May 04, 2012 2:37 pm

I've been making a mod to re do the GNR Building using the ingame assets only, and I'm running into a brick wall.

My mod is basically a redo of the GNR BOS base area to look more like the supply depot it's portrayed as, and while I've already cleaned it up and put in some more ammo boxes, I'm having trouble placing medical kits on the walls or shelves.

Part of this is because I can't figure out how to rotate items horizontally, and partly because I'm not sure how all the camera controls work, which is making it difficult for me to figure out what I'm doing.

Also, I wanted to place a few extra BOS members inside, and I was wondering If I can just copypasta a few generic BOS soldiers, or if I need to script some AI for them.

Finally, if I can get this mod done, I wanted to make a smaller scale version of the DCInteriors mod to open up a few of the boarded up houses for exploration, and I was wondering how I can copy paste one of the house cells so I can use it as a template for my mod.
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Fri May 04, 2012 10:20 am

On the house thing .... bring up a house from the mine town in cell view.

Every interior will be a separate cell. Its not really copy paste ... its load it and change it.

OK , so your working on the GNR building , you want more BOS? ,,,,,copy, paste and edit.

What is the brick wall your running into. What is your story? You cant achieve your Idea if you dont have one.
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Fri May 04, 2012 1:29 am

If you need any help on learning the GECK feel free to contact me!

I've released most of my mods assets as modders resources, some textures have not ben released but, if your itching to use them, just ask! Most of them I can freely give out, some others, I can not.


cev

EDIT:

Sorry, I didn't mean to sound like I was making accusations, just trying to protect my mod
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Fri May 04, 2012 1:07 am

If you need any help on learning the GECK feel free to contact me! Please, don't start "Rubber Stamping", my cells into the "DC waste". I'm proud of the fact that every cell in my mod is unique, I don't want to see them turned into generic fluff!

I've released most of my mods assets as modders resources, some textures have not ben released but, if your itching to use them, just ask! Most of them I can freely give out, some others, I can not.

Sorry if I've taken your comment wrong, I've had other people try to steal my efforts and, It wasn't fun. I will help you if your not a thief. :ahhh:

chuck


I have already sent you a private message explaining my full intention, sir, but for the public record I have not used any of your mod assets in my modding efforts up to this point and have no intention of doing so with your express consent.

I merely posed my original question because the last Bethseda mod editor I haved used in long while was Oblivion's, and I had grown rusty in using their mod engine format and wanted some help to familiarize myself with how to manipulate ingame objects.

As for my mod, it was my own creation. I was inspired by your efforts and wanted to make my own version that was somewhat less ambitious in scope, but I did not, will not, and will never intentionally plagiarize yours or anyone else's work, and if I do so unintentionally, I will remove the offending material as soon as I'm made aware and will do what I can to avoid such things in the future.

I hope this (and the PM I sent) explain my intentions to your satisfaction, sir.


P.S. As for the DC Interiors mod, I like the idea, but I wanted to make my own version using stock ingame assets only one that was somewhat less ambitious and didn't require an .esm file, and I wanted to know how to copy preexisting stock house cells (like the houses of the stock residents of Bigtown or Andale for example) as duplicates for use as a template for my own modding efforts.

Again, I never meant to rip off anyone else's work by thought or intention, and I only was inspired by a preexisting mod and want to make my own original take on the concept.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Fri May 04, 2012 1:31 am

Well if your having a hard time changing Camera view, all you need to do is press shift and turn the mouse while having and object selected in the cell window, you can also press "T" to get a top view of a item and then zoom in using the mouse wheel and using the Shift+Mouse like i mentioned earlier.

To rotate and item you need to select it press and hold Z, x or y while moving the mouse around, also you can use the F key to drop items to floor/table.

Here's a list of Keyboard shortcuts

http://geck.gamesas.com/index.php/GECK_Keyboard_Mapping
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Fri May 04, 2012 3:13 pm

As for my mod, it was my own creation. I was inspired by your efforts and wanted to make my own version that was somewhat less ambitious in scope, but I did not, will not, and will never intentionally plagiarize yours or anyone else's work, and if I do so unintentionally, I will remove the offending material as soon as I'm made aware and will do what I can to avoid such things in the future.

Again, I never meant to rip off anyone else's work by thought or intention, and I only was inspired by a preexisting mod and want to make my own original take on the concept.
Cevsteel mod is a great source of inspiration, well written and gives a good example to follow. It doesn't mean you can't see things differently or add some things where he didn't. Personally I enjoy background mods like this, just expanding the game.
To use an interior cell as a template is very simple : Duplicate an existing cell, delete everything you don't need in the generic template (including NPCs) and rename the duplicate as you want (eg : zzzmyranchtemplate). Visit the most interiors you can and take the most generic one for each type. Keep the zzzmyranchtemplate as template and duplicate it, it will make things easier if you mess. I made a copy of springfield bandit ranch and used it to make all the barred houses in Bigtown opened. Once they are furnished they don't look the same at all. With the template it is very easy to delete eveything and replace with a new interior.

Begin small and it wil become very easy. For the GNR building be very careful, the place holds several scripts and the exit to collapsed tunnel can become bugged. Make backups and test if you change anything in GNR studio. Better safe than sorry.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Fri May 04, 2012 10:35 am

If a modder puts it up for download , then it is freeware to do what you want (on your own comp)

Re releasing content is another mattter.

It would seem your at the just figure it out on your own comp stage ... I wouldnt worry about it.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm


Return to Fallout 3