New vegas geck
#New vegas geck mod
The mod should have ONAM overrides in the header for each override in the main esm. Say you edit the mavmesh in the NV world in order to add a mod that uses an esm also. There are some 3rd patry tools for merging, but they do not create the proper ONAM overrides which allow masters to talk to eachother. The bigger the mod, the more unstable the editor. Without VC, large projects are an uphill battle against the editor. I don't know why they would remove VC from NV geck, but leave it in Oblivion CS, Fallout 3 GECK, and now Skyrim CS. Since I can't get past that step, I can't check to see if the actually check in / check out / merging functionality is still there. fud files (Bit Array File Update) for the masters which is required. It will read from ini's and write new ini's like it's supposed to. Some parts of it seem to be functioning, but then it just dead ends. Whether you're a team or a single user or whatever, you have to enter the network addresses in the ini file.
The network information resides in the GECK ini file. I'm hoping one of the devs here might have a trick up their sleeve or something The GECK is an unstable mess when working on large projects without VC :/ I have been advocating VC for large projects and I'm constantly asked "did you get it working for NV?". But here's the thing, Fallout 3 GECK is so similar, I can copy a working FO3 GECK ini to the FNV dir and nada. Usually when I have that issue, it's because the user name specified under "WhoCanMerge" is wrong. Meaning, I can't do the "Bit Array File Update" in order to generate the. fvd files, but when I click on Details to generate them, it never asks me "Do you want to use an empty list to save memory?". Everything goes fine up until the point where I have to add masters and generate the. I updated the GECK wiki a while back with intrustion on how I got VC working in Fallout 3 (there a links to Oblivion/Skyrim VC there) and F:NV seems extremely similar. I am wondering if Version Control works in the New Vegas version of the GECK? I got it working in Oblivion, Fallout 3, and now in Skyrim - but I just can't seem to get it working in New Vegas :/ I never got a reply there, so I'm trying here - since this seems to be for devs. It's basically a copy of an existing CIOS script, just with a different effect being called.I tried asking this question in the forum that this forum links me to (BethSoft) when I click on New Vegas. (This has been copypasted from the Elder Scrolls/Fallout Nexus as recommended by a moderator in chat there)Īs far as I know, the script should be fine. Unfortunately, yeah.Can't save the darn scripts. That said, my goal with this weapon I'm including in my little ammo project is basically going to be a spiritual successor to Fallout 3's Dartgun, with a variety of poisons to make it a nice, multifunctional weapon for any assassin. Literally, no matter what way I try to do it, clicking save, compiling scripts, closing and choosing the save.GECK will NOT save my script! And as a result, I'm stuck on crafting custom poison ammo for this weapon I'm working on until, well.I can actually get some help in figuring why I can't save my scripts. So, I wrote a script to perform this action, but.I can't save it. 50 cal Incendiary Rounds which use a similar function to set the target on fire, by performing a CIOS via scripting that puts fire effects on the victim. 22, or something simpler like the ChemGun).Ĭurrently, the idea is this, I create an effect (Enchantment type, to inflict poison and other conditions on the target), then have the ammo type perform a CIOS function (Cast Immediate on Self) as the impact script. 22 Silenced Pistol (Not sure what I'm gonna call it yet, part of me says Venomous. I'm attempting to create a poison round that will be used by a unique. Then I figured, why stop there? As long as I'm making it possible to craft more kinds of ammo, why not throw some of my own into the mix? Unfortunately.That's where I hit trouble. After making a request to fix a couple issues I had with Fallout NV's ammo crafting, I decided to fix it myself by working on my own mod to do such.