New to GECK, a few questions..

Post » Thu Nov 26, 2009 12:49 am

Just starting w/ GECK; its a lot of fun, very straightforward so far.

I'd like to make a 'holograph' NPC (transparent/noclip).. is this possible? I don't think i've seen anything similar in vanilla yet.

Is it possible to have a certain type of loot drop for 'evil' NPCs (the ones w/, +karma on kill), or would I have to modify specific factions? (like ears, for a bounty hunting type scenario)'

Eventually I'm looking to cut out the main storyline but it seems like it could be very difficult-- Like having Benny not recognize the PC on first encounter, I can't think of how many instances of this sort of thing I'd have to worry about.. Not my main concern for some time though.

Any suggestions of a good site to learn the GECK scripting basics?

Thanks
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T. tacks Rims
 
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Post » Thu Nov 26, 2009 2:03 am

Noclip's a bugger, but setActorAlpha and effect shaders will make holographs, and there's a SetGhost function to make attacks pass through them (that's the setup they used to make ghosts in Oblivion).

You can easily have evil actors spawn special items, look at the perk entry point for "Add leveled item on death", and just conditionalise it on their karma.

For geck scripting basics, just look at the GECK wiki, and the Elder Scrolls Construction Set wiki- the latter has more comprehensive tutorials.
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Sylvia Luciani
 
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Post » Thu Nov 26, 2009 12:00 am

Noclip's a bugger, but setActorAlpha and effect shaders will make holographs, and there's a SetGhost function to make attacks pass through them (that's the setup they used to make ghosts in Oblivion).

You can easily have evil actors spawn special items, look at the perk entry point for "Add leveled item on death", and just conditionalise it on their karma.

For geck scripting basics, just look at the GECK wiki, and the Elder Scrolls Construction Set wiki- the latter has more comprehensive tutorials.


Perfect, just the answers that I was looking for-- I suppose I can place the hologram in something like the (spoiler..) Enclave stasis field.

Thanks a lot,

New question:

Could I have 'assassins' (spoiler.. like the Legion/NCR's) that will spawn near, but not directly aware of the PC? I'm not really sure what I have in mind, but I believe they spawn around the player and not at set locations, but they run directly to the player and initiate a dialog.

Anyways, I probably won't look in to anything else until I start playing around w/ things.

Edit: And speaking of ghosts, Fallout has an amazingly suitable atmosphere for anything supernatural/scary.

Edit: I've 'deleted' a library item in my .esp, how/where do I fix that?
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Tessa Mullins
 
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Post » Thu Nov 26, 2009 12:23 am

Edit: I've 'deleted' a library item in my .esp, how/where do I fix that?


grab a copy of NVedit (the counterpart to FO3edit), you can run undelete, deleted refs or, apply a filter, Identical to master. It will then show you everything that was changed, If you use this method you simply need to delete out the unintentional changes from your mod. I tend to work this way because, it's more like using a surgical scalpel, then using a supersledge to bash out errors.

cev
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Stu Clarke
 
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Post » Thu Nov 26, 2009 12:37 am

grab a copy of NVedit (the counterpart to FO3edit), you can run undelete, deleted refs or, apply a filter, Identical to master. It will then show you everything that was changed, If you use this method you simply need to delete out the unintentional changes from your mod. I tend to work this way because, it's more like using a surgical scalpel, then using a supersledge to bash out errors.

cev

This is excellent advice.

I think Elminster's TES4Edit and FO3Edit are better mod editors than the CS or GECK. There are some things that can only be done with the CS or GECK, like compile scripts and lay out pathgrids, for example. But the *Edit program is faster, easier, and more stable than the CS or GECK.

NVEdit is highly recommended.
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MR.BIGG
 
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