prideslayer Posted October 30, 2011 Posted October 30, 2011 For those that were unaware, there IS a working GECK Powerup for the latest NV. Somebody else took over the project but doesn't appear as high in the search results / rankings. Geck Power-up Working fine for me in NV with NVSE -- and it's just a data dir install (plugin for NVSE) rather than a whole new launcher and all that business. Super easy to use and finally have script errors again! From the readme: The GECK PowerUp does these improvements to the GECK: * Displays warnings produced by script compiler. Your scripts will no longer silently fail to compile. * Many other warnings were restored: in cell loader, in NavMesh checker, and so on, more than in 1000 places. [since 0.1.2] * Adds a special Marker hack which makes RoomMarkers and PortalMarkers visible in the render window [since 0.1.3]. Keep the following issues in mind. * Marker hack has to be activated in the "View" menu. It may be activated and deactivated at any time, but if you activate it after loading a cell, refresh the Render window (by pressing F5) for it to take effect. * Unfortunately, you will not be able to hide RoomMarkers and PortalMarkers as you normally should be. If they impede your work, you will have to delete them or move them away and then remove these modifications using, for example, FNVEdit. * To enter Portal mode you will need to deactivate the hack after loading a cell. Markers will not disappear when you do so. * It is currently unknown whether or not this hack has any side effects. * Allows you to save scripts without compilation. It is only possible from the Script Editor window as of yet. To do this, click "Save w/o compiling and close" in the Script" menu. But please keep the following issues in mind: * "ScriptName" is also a directive and it will not be processed without compilation. Therefore to assign an EditorID to your script, you'll need to save it normally at least once, even if with the ScriptName and nothing else. A valid FormID is assigned to the script in any case. * When you save w/o compiling, the GECK will not delete or modify the compiled version. It won't even check if it exists. What's more, there is currently no way to recompile all scripts in active file, only in opened all files. For this reason, remember which scripts are saved without compilation and save them normally before loading the mod into the game. * Allows you to disable and enable spell checker at runtime. This can be done in the Edit menu of the main window. * Fixes the bug which causes the GECK to crash when you double-click on empty space in Form List editor. * Makes the "Edit" button in the Form List editor actually work. * All MessageBox'es will now be in English, regardless of your system's language. This also means that "Cancel" will be replaced by "Yes to all" where intended by GECK developers.
Halstrom Posted December 16, 2011 Posted December 16, 2011 The latest December2011 beta version on Nexus now allows you to edit ESM's directly without having to change them to ESP files
Guest Donkey Posted December 16, 2011 Posted December 16, 2011 You did not know about this ?? i thought it was common knowledge by now ?? i have even been using this one for http://www.newvegasnexus.com/downloads/file.php?id=44566 i have notpad in witch i can make quick scripts. btw you do know fallout new vegas is basically fallout 3 + some additions ?? Everything you can do in fallout 3 is the same in new vegas. + added bonus. 1.7 is beta, stick with 1.6 till 1.7 is out of beta. you do not want to have undesirable effects in your mods, if they are not absolutely sure it works right.
jaam Posted December 16, 2011 Posted December 16, 2011 You did not know about this ?? i thought it was common knowledge by now ?? i have even been using this one for http://www.newvegasnexus.com/downloads/file.php?id=44566 i have notpad in witch i can make quick scripts. btw you do know fallout new vegas is basically fallout 3 + some additions ?? Everything you can do in fallout 3 is the same in new vegas. + added bonus. 1.7 is beta' date=' stick with 1.6 till 1.7 is out of beta. you do not want to have undesirable effects in your mods, if they are not absolutely sure it works right. [/quote'] Yes but, whats the point of doing a beta if nobody uses it?
Halstrom Posted December 16, 2011 Posted December 16, 2011 Yes but' date=' whats the point of doing a beta if nobody uses it?[/quote'] Yep, Fallout 4 will be here before we get anything done if we keep waiting for full releases
Guest Donkey Posted December 16, 2011 Posted December 16, 2011 You did not know about this ?? i thought it was common knowledge by now ?? i have even been using this one for http://www.newvegasnexus.com/downloads/file.php?id=44566 i have notpad in witch i can make quick scripts. btw you do know fallout new vegas is basically fallout 3 + some additions ?? Everything you can do in fallout 3 is the same in new vegas. + added bonus. 1.7 is beta' date=' stick with 1.6 till 1.7 is out of beta. you do not want to have undesirable effects in your mods, if they are not absolutely sure it works right. [/quote'] Yes but, whats the point of doing a beta if nobody uses it? I won't argue with this. But if this beta has major problems you could even fucking up your mod. if things do no longer play right, how will we now know if it is caused by the mod or beta ??
Guest Loogie Posted December 17, 2011 Posted December 17, 2011 Only thing I've seen wrong with it so far is if you delete a record in an ESM, it just deletes the information but doesn't actually delete the record, leaving you with a blank record. Any such deletions are easily handled in FNVEdit, though.
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