My Megaton Home Customisation Mod Exercise ?

Post » Mon May 17, 2010 8:38 am

Hey Guys,

Im very new to the G.E.C.K. Only started tonight. Basically I'm trying to add some empty ammo boxes to my megaton house. I began by loading File>Data>Fallout3.esm in the G.E.C.K and then Saved it as MyMegatonHome.esp I then launched FO3 to see if it appears in the Data files and it does. I went back to the G.E.C.K then and simply dragged a couple of ammo boxes into the 3D window and placed them as I wanted, taking into consideration possible conflicts with future purchases from the store. Saved again. I then loaded FO3 again ensuring FO3 and MyMegatonHome.esp's were both selected and walla , I have ammo boxes in my house :D Great so far !

Now however I want to ensure that they are empty and don't contain anything unless I put it into them. I can see that within the object window I can edit the inventory but will this effect 'ALL' ammo boxes of that type within the game or only the ones in my house. This is what im stuck with and don't wish to mess up my FO3 install. Can someone give me guidance / instruction on this part of the G.E.C.K or link me to good tutorial dealing with this aspect of the G.E.C.K. I am totally new with this so please be as detailed as possible in any assistance you provide as I don't know Jack about this :/

Thanks All 4 your Help!
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Mon May 17, 2010 6:27 am

Ya, if you change a vanilla container, it will change them all - everywhere. You need to make a new base object and then use that one. Select an ammobox in the containers (any will do) and either slow double-click -> rename -> yes to create new object (no will rename the existing = bad if vanilla), or right-click -> edit -> rename the id -> OK -> yes to create new object. Just two ways to do the same thing.

Pick a unique name for your new object: MyNameMyModAmmoBox01

Then you can either delete the existing ammoboxes you already placed and place your new ones or single-click them -> CTRL F -> Replace with: MyNameMyModAmmoBox01

Then you can edit MyNameMyModAmmoBox01 to your heats content without affecting the vanilla stuff.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Mon May 17, 2010 2:41 am

Ya, if you change a vanilla container, it will change them all - everywhere. You need to make a new base object and then use that one. Select an ammobox in the containers (any will do) and either slow double-click -> rename -> yes to create new object (no will rename the existing = bad if vanilla), or right-click -> edit -> rename the id -> OK -> yes to create new object. Just two ways to do the same thing.

Pick a unique name for your new object: MyNameMyModAmmoBox01

Then you can either delete the existing ammoboxes you already placed and place your new ones or single-click them -> CTRL F -> Replace with: MyNameMyModAmmoBox01

Then you can edit MyNameMyModAmmoBox01 to your heats content without affecting the vanilla stuff.



SUPER. This is just the sort of info I am needing. Untill I get an appreciation of how GECK works. Thanks man. Your a superstar
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Mon May 17, 2010 1:27 pm

UMMMM .... How DO I edit the NewAmmoBox contents ?
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Mon May 17, 2010 1:18 pm

Open up your new AmmoBox: Containers -> MyNameMyModAmmoBox01 -> double-click or right-click -> edit. The inventory is the stuff listed in the item list on the right side.

Remove: right-click existing -> delete
Add: right-click blank -> new

Highlight the item in the list and use the object drop-down to select the item you want.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm


Return to Fallout 3

cron