A Geck concept question.

Post » Mon May 03, 2010 2:13 am

I wanted to experiment with the GECK. I started small and thought I would just start small. I just wanted to take a piece of rubble in the wasteland and remove it. Initially I made a copy of the file FalloutNV.esm and thought I could mess around with it. I removed one tree and then realised I did not get the option to save it. So I have three questions really?

1. Am I right in thinking that I would need to create a .esp file in which I copy the area where the tree is and then I remove the tree from the area and save the .esp file?

2. Am I right in thinking that the game loads the FalloutNV.esm file first and then loads any extra data files you have chosen afterwards?

3. If I am right in question two then does anything in the plugin file automatically take precedence over the FalloutNV.esm file. For instance, the FalloutNV.esm file has a trailer next to a house behind the shop in Goodsprings. If a plugin file contains the Goodsprings area of the wasteland with the trailer removed and both files were loaded then would it be gone in the game or not?
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Shae Munro
 
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Post » Mon May 03, 2010 7:22 am

1. It creates an .esp by itself.
2. Yes.
3. Yes.
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Bethany Watkin
 
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Post » Sun May 02, 2010 8:12 pm

.esp files overwrite anything in the default FalloutNV.esm, be it changes to object placement, perks, people, places, item, weapons, armors, etc.
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Kahli St Dennis
 
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Post » Sun May 02, 2010 11:26 pm

Yeah as the previous posts explain, the GECK does that for u.

Just make whatever changes u want to, and save a .ESP at the end.

No need to copy anything to a new file or anything like that, u will notice that any of the items u have modded will have a * on them in the list.

-Exo
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glot
 
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