FO3's GECK thread

Post » Sun Aug 08, 2010 4:04 pm

All my GECK related problems will be posted in this thread as to not clutter up the forum.

Right now im having a navmesh problem. I set it up so an NPC has the AI package of travel so when in combat they will run around and kill things, but when out of combat he will run back to his sniping position. The problem is when he falls down to the second floor it seems he tries to run up the wall to get back to the second floor. The stairway is on the other side of the building. I tried putting "Wall no cover" and it didn't help much.

http://s1197.photobucket.com/albums/aa428/FO31/?action=view¤t=Untitled.jpg

EDIT: I know Moderators don't go here much but could someone please change the title from "FO3's GECK Thread" to "My GECK Thread"

When I read the topic I read "Fallout 3 Geck Thread" which might be misleading.
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CHARLODDE
 
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Post » Sun Aug 08, 2010 8:45 am

Those purpose lines are what's messing it up. Try tweaking the shapes there and then refinalizing your navmesh. I don't remember what purplse means... It's near Rivet City in Fallout 3. But if you make those purple edges go away I believe that will fix your issue. It's telling the NPC there is a way to get from the lower purple edge to the upper one. So just tweak with it and refinalize until they disappear.

Gunmaster95
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Robert Jackson
 
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Post » Sun Aug 08, 2010 9:43 am

Th e purple lines mean they can drop from a higher ledge to a lower edge (as Id like them to be able to do). But if thats causing the problems I guese I can do without them.
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Benjamin Holz
 
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Post » Sun Aug 08, 2010 10:09 am

Oh yeah, thats what those mean. So that probably isn't the issue then. Did you make sure the navmesh is not going through the wall on the bottom, and that the bottom and top haven't accidently been connected by triangles?
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Laura Wilson
 
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Post » Sun Aug 08, 2010 9:29 am

I have, could it be that the dots at the top and the bottom are so close to each other horizontally that the GECK connects them automatically?
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Lisa
 
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Post » Sun Aug 08, 2010 3:35 pm

Also:


In the GECK my ref Id for a NPC is "0300B1A6"

But ingame his ref ID is "0b00c811"

I imagine this is due to the mods I have activated. How do I read the right Ref ID for an object?
(im trying to use [refid1].moveto [refid2] in dialogue)
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Kirsty Wood
 
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Post » Sun Aug 08, 2010 11:13 am

Also:


In the GECK my ref Id for a NPC is "0300B1A6"

But ingame his ref ID is "0b00c811"

I imagine this is due to the mods I have activated. How do I read the right Ref ID for an object?
(im trying to use [refid1].moveto [refid2] in dialogue)

This is because in the geck, you load your mod 3rd, so its 03, but when you boot your game, you load it... 11th?; so its 0b. This is the objects EDITOR ID, not Ref. You do not use these number's when doing ref1.moveto, etc. To do this, double click your NPC in the geck so it opens the properties window, and in the very top box type in what you want the reference to be. It cannot start with a number, and should be identifiable. Like 'MainGateGuard1Ref' for example (Without the ' ' of course) Then you say MainGateGuard1Ref.Moveto in your script. This is because every single object of that type has the same editor ID of XX00B1A6, but ONLY the one reference has the ref tag you give it. So the game knows exactly which one you mean. I hope this helps. :)

Also back to the navmesh, if there is no triangle in the geck; then in theory, it should NOT be connecting them ingame. :/ Where did all the pro's go like WillieSea or Cipscis. :(
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Donald Richards
 
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Post » Sun Aug 08, 2010 8:53 pm

In dialogue under result script I have the following "[ref1].moveto [ref2]". Im using the correct ref tag now, he says what I made him say and then it terminates the dialogue with him (goodbye is checked), but he does not moveto the second reference.

I'll play around with the tirangles and see what I can come up with. (unless someone knows what the problem is?)
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Jessica Raven
 
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Post » Sun Aug 08, 2010 10:43 am

Do you have the ref's in brackets? because you should not. Or is that just how you type it here? If I have a ref Guy1 and Guy2, I would say Guy1.moveto Guy2 and thats it. Also, this will instantly teleport Guy1 to Guy2. Do you want him to run to Guy2? Because this would be done with a package instead. I have a feeling you do not have the Geck Powerup (search it on the nexus), as this re-enables error messages, which will tell you when a script has something weird in it and it is not compiling.
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Andrea P
 
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Post » Sun Aug 08, 2010 9:53 pm

Does it matter that I am not using guy2. Im using 'guy1.moveto marker1' I usually type nonspecific IDs and Refs in brackets.

I had no idea there was a "geck powerup mod". I'll look for it.

Thanks Gunmaster, youve been very helpfull.
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Harry Leon
 
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Post » Sun Aug 08, 2010 8:31 pm

You can use any other reference. You can move Guy1 to Marker1, or Object1, or the Player, or anything with a reference ID that is somewhere in the world.

And I'm glad I can help. :)
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Ilona Neumann
 
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Post » Sun Aug 08, 2010 2:26 pm

I've used the GECK to create several new weapons, clothing, and ammuntion.
No new models created, just reskinned and stats changed.
I've had trouble adding them into the game using the console.
How do I figure out the Base ID of these new items?
Im running the GECK with no patches and im not running FOSE.

In the Geck
Whenever I roll over the Weapon/armour/ammo in gives me an ID like FF000EAD
This doesnt work in the console, so I doubt its the base ID.
Im probably doing something wrong, or missing something obvious.
So a little help would be nice.


I'd just like to point out, im having this problem with Fallout 3 not New Vegas
But they use the same engine, so I assume the solution is identical and this forum is...
More active.
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Matthew Aaron Evans
 
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Post » Sun Aug 08, 2010 7:46 pm

I've used the GECK to create several new weapons, clothing, and ammuntion.
No new models created, just reskinned and stats changed.
I've had trouble adding them into the game using the console.
How do I figure out the Base ID of these new items?
Im running the GECK with no patches and im not running FOSE.

In the Geck
Whenever I roll over the Weapon/armour/ammo in gives me an ID like FF000EAD
This doesnt work in the console, so I doubt its the base ID.
Im probably doing something wrong, or missing something obvious.
So a little help would be nice.


I'd just like to point out, im having this problem with Fallout 3 not New Vegas
But they use the same engine, so I assume the solution is identical and this forum is...
More active.

Kind of a thread jacking, but ok... The first two letters/numbers of your Base ID change depending on your load order. So the real ID is XX000EAD where XX change according to the number your mod loads in your load order. If you use FOMM it tells you. Look next to your mod when you go to load up the game and it will say a hexideciman number, like 05 or 0d, etc. Use that number as the first two digits in your ID. So if your mod loads 5th, it's hexidecimal would be 05, so you would say 'Player.additem 05000EAD 1' to give one of them to the player. In the future try not to post in other people's threads, it's not considered very nice unless your problem is like, identical.
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Mel E
 
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Post » Sun Aug 08, 2010 11:00 am

Kind of a thread jacking, but ok...

Im sure its to my poor choice in thread name. Can be misleading.
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Sierra Ritsuka
 
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Post » Sun Aug 08, 2010 8:58 pm

Im sure its to my poor choice in thread name. Can be misleading.

Ahh, true. I at first was like, "What is this thread doing here?" Then I saw your name. :P
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Kelsey Hall
 
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Post » Sun Aug 08, 2010 10:10 pm

Hehe.

While id like the other two problems to be resolved (I still can't get them working) I have a new problem. I can't seem to get my head wraqed around lighting for interiors. I really svck at it. There must be something im missing. After 2 hours of work on a single room heres the best I came up with. http://s886.photobucket.com/albums/ac69/Wolf3131/?action=view¤t=ScreenShot8-1.jpg

The room is supposed to be a nice resort away from the nuclear disaster. There must be something im missing. Like how I was missing the snap-to-grid button when I first tried making an interior.
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Emily Jeffs
 
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Post » Sun Aug 08, 2010 7:57 pm

What do think is missing in that room with the lighting? That look's pretty nice. Maybe a bit bright, but good. Keep in mind the lighting system in this game is older than my dad, so it looks horrible. Meaning, light shines through walls and all objects, and there are no shadow's except for the ones calculated on each object as per the lights around them. e.g. only the side of a box facing a light is lit. But other than that it has no lighting aspect at all. I cannot wait until Skyrim which has some ambient occlusion, ray tracing. The works. :D So what do you think would be missing? What's wrong with it?
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мistrєss
 
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Post » Sun Aug 08, 2010 4:16 pm

Thats the thing, I have no idea whats wrong with it. It just doesn't look right. Maybye its just because the room is empty right now the room looks strange and I blame it on the lighting? And the lighting in this game does svck. I put a light on one floor and it shines threw to the next.

EDIT: This is very strange. When I load the GECK the lighting appears fine in the GECK from the night before but when I move one light all the lights in the cell go out and until I reload the GECK my cell is very dark without lighting. I can of cource use CTRL a but I want to see what my interior looks like with lighting before testing it ingame.

EDIT 2: And how do I force a esp to remove required masters?
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Claudia Cook
 
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Post » Sun Aug 08, 2010 12:33 pm

The lighting messes up because that's a glitch with the current NV geck. I hope it's patched soon. If you move lights, they get all messed up. You do NOT have to reload the geck to fix this! Simply hit F5 and it will rerender the scene, fixing the lights.

You cannot force an esp to remove a master if you use things from it. You can use FNVedit to 'clean/remove masters' and it will get rid of any extra ones that it doesnt actually use anything form. (like a pre-order pack, for example)
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N Only WhiTe girl
 
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Post » Sun Aug 08, 2010 4:37 pm

Thanks. I accidentally made my mod require a master and didn't realize until three days after. Thanks for the lighting tip, this should speed things up.
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trisha punch
 
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Post » Sun Aug 08, 2010 11:17 am

Slight problem with scripting. It won't let me save it. I hit save and then exit and it asks me if I want to save "Current == " script. I hit yes and it does not exit or save. I hit exit again it asks the same thing. Hitting save does not save it.
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Jon O
 
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Post » Sun Aug 08, 2010 9:01 pm

This is because there is an error in your script, and the GECK does not have error pop-ups. Look on the nexus for the Geck Power Up. It add's error messages back in. For now, you can post the script here and I could try to see what's wrong with it.
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jasminε
 
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Post » Sun Aug 08, 2010 11:58 am

Ive been having problems with my internet security (specifically allowing programs that are deemed 'unsafe' to run anyways) and it sees GECK Power Up as a potential threat and will not let me run it so ive been unable to download it yet.

I can't think of anything that could be wrong with my script. Its a simple magazine sorter...

SCN WWFBookSorterScriptBegin OnActivate		;Sorts Books	If WWFBookSorterREF.GetItemCount BookSkillScience > 0		WWFScienceREF.Enable	else		WWFScienceREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillSneak > 0		WWFSneakREF.Enable	else		WWFSneakREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillMedicine > 0		WWFMedicineREF.Enable	else		WWFMedicineREF.Disable	endif	If WWFBookSorterREFF.GetItemCount BookSkillRepair > 0		WWFRepairREF.Enable	else		WWFRepairREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillExplosives > 0		WWFExplosivesREF.Enable	else		WWFExplosivesREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillMelee > 0		WWFMeleeREF.Enable	else		WWFMeleeREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillGuns > 0		WWFGunsREF.Enable	else		WWFGunsREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillSpeech > 0		WWFSpeechREF.Enable	else		WWFSpeechREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillEnergyWeapons > 0		WWFEnergyWeaponsREF.Enable	else		WWFEnergyWeaponsREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillUnarmed > 0		WWFUnarmedREF.Enable	else		WWFUnarmedREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillBarter > 0		WWFBarterREF.Enable	else		WWFBarterREF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillLockpicking > 0		WWFLockpickingREF.Enable	else		WWFLockpickingREFF.Disable	endif	If WWFBookSorterREF.GetItemCount BookSkillSurvival > 0		WWFSurvivalREF.Enable	else		WWFSurvivalREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVUnarmed > 0		WWFMGUnarmedREF.Enable	else		WWFMGUnarmedREF.Disable	endif		;Sorts Magazines	If WWFBookSorterRef.GetItemCount MagazineNVMelee > 0		WWFMGMeleeREF.Enable	else		WWFMGMeleeREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVRepair > 0		WWFMGRepairREF.Enable	else		WWFMGRepairREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVEnergyWeapons > 0		WWFMGEnergyWeaponsREF.Enable	else		WWFMGEnergyWeaponsREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVSneak > 0		WWFMGSneakREF.Enable	else		WWFMGSneakREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVSurvival > 0		WWFMGSurvivalREF.Enable	else		WWFMGSurvivalREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVLockpick > 0		WWFMGLockpick.Enable	else		WWFMGLockpick.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVSpeech > 0		WWFMGSpeech.Enable	else		WWFMGSpeech.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVGuns > 0		WWFMGGunsREF.Enable	else		WWFMGGunsREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVExplosives > 0		WWFMGExplosives.Enable	else		WWFMGExplosives.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVMedicine > 0		WWFMGMedicineREF.Enable	else		WWFMGMedicineREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVScience > 0		WWFMGScienceREF.Enable	else		WWFMGScienceREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVCritical > 0		WWFMGCriticalREF.Enable	else		WWFMGCriticalREF.Disable	endif	If WWFBookSorterRef.GetItemCount MagazineNVBarter > 0		WWFMGBarterREF.Enable	else		WWFMGBarterREF.Disable	endifEND


Note: WWF is the prefix of my mod. MG stands for magazine.

EDIT: Lighting issue solved
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Marnesia Steele
 
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Post » Sun Aug 08, 2010 8:36 am

I am sure that among all of those objects there is one that is spelled wrong. You really should figure out a way to get geck powerup working; it turns an incredibly painful experience into a moderately painful experience.
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M!KkI
 
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Post » Sun Aug 08, 2010 10:26 am

It might be a while before I can.

But your right ive made quite a few typoos. Ive patched them up, but the onclose blocktype does not work the way I want it to.

SCN WWFBookSorterScriptBegin OnActivateactivate ; not sure if this is neccessaryENDBegin OnCloseEND


The magazines are not there when I enter the cell (initially disabled). When I open the chest, put the magazines in then close the chest it does not sort the magazines on the shelves above it. If I open the chest and then close it again it then sorts it.
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Avril Churchill
 
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