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Looking at existsing esps in the GECK


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Posted

So I am trying to get working in the GECK down, and I am to a point where I can change everyone in the whole games dialogue completely but not incrimentally, which is impressive if useless.

 

So I am wondering if I can crack open certain esps, especially companions or pregnancy, to look at some of the changes already done...in companions case specifically what properly added dialogue items look like in the GECK. This could save a great deal of experimentation, in theory. Can anyone outline how to do that?

Posted

It's easier to look at / find things like that in FNVEdit. Just open the ESP and it's required master ESMs, and look for any changed dialog records in the ESP.

 

Not sure what you mean by 'completely, but not incrementally.' To change them completely, you'd have to change every dialog option in the quest(s) related to that NPC. By default, any change you make is incremental.

Posted

Dialogue is a bit different from anything else in GECK.

 

You can find it by going to a quest, and (if it has any dialog) selecting the "Topics" tab.

 

SexoutCompanions has only one quest (named "SexoutCompanions"). Its masters are FalloutNV.esm (formid prefix: 00), and Sexout.esm (formid prefix, in geck: 01), so in geck SexoutCompanions quest will have formid prefix: 02 and its full geck formid will be: 0200ADD

 

To find all the quests in a mod, after you have it loaded up, select "Actor Data" -> "Quest" in the tree on the left in the "Object Window". Then in the big pane on the right hand side the second column will be very tiny -- open that up so you can see it, and click on the top (where it says "Form ID") so it sorts things in descending order. Since your plugin will have a prefix with the highest numbers, all of the mod's plugins will appear there.

 

Anyways, so you have SexoutCompanions selected (you know already to double click on it to bring it up). The fourth tab over is named "Topics" and when you select that, it will show you all of the dialog that that quest uses.

 

Again, there will be a tiny tiny formid colum -- if you open it up, you will see that all dialog used there has an "02" prefix -- that dialog is all contained in the mod.

 

This might also interest you: http://geck.bethsoft.com/index.php/Category:Dialogue

 

One thing to keep in mind, if you have created other mods: most things in the GECK, you make a new one by taking an existing item modifying it -- give it a new id and you get a new item. This is NOT how dialog works -- if you do that you are corrupting existing dialog. Instead, right click and Add Topic.

 

Also, if you ever need to delete stuff, if I recall correctly you need to save and load again before is truly gone, maybe need save twice (I have not worked with dialog forever). When you are done you probably want to inspect your mod in tessnip or even fnvedit to make sure that it looks ok from those perspectives.

 

Anyways, maybe this is enough to get you started.

Posted

sen4mi

 

I am having an odd issue where that is causing my GECK to crash. I am checking SexoutNG esm as Master and Companions as active but it always seems to crash now. I am somewhat perplexed.

 

I did uncheck Dead Money, etc. As Masters because I did not want them to be required. Do I need to check them because I have them?

Posted

If Geck is causing problems for you, you might try FNVEdit, like Prideslayer suggested?

 

That said, if you have DeadMoney.esm being automatically selected for you, this is because you have not deleted DeadMoney.NAM

 

A .NAM file automatically selects the corresponding .esm, both in the game and in Geck. You need to delete those files if you want contexts where the masters are not selected (and using Geck is a good reason to not want them selected).

 

If Geck is crashing when you are editing based on sexout content, you need to make sure you are running Geck under NVSE (run "nvse_loader.exe" -editor) and that you are using geck powerup. Personally, my fallout new vegas\data\nvse\plugins\ directory contains:

 

nvse_extender.dll

nvse_plugin_geckpu-nv-14.dll

pn_nvse.dll

 

 

Posted

If Geck is causing problems for you' date=' you might try FNVEdit, like Prideslayer suggested?

 

That said, if you have DeadMoney.esm being automatically selected for you, this is because you have not deleted DeadMoney.NAM

 

A .NAM file automatically selects the corresponding .esm, both in the game and in Geck. You need to delete those files if you want contexts where the masters are not selected (and using Geck is a good reason to not want them selected).

 

If Geck is crashing when you are editing based on sexout content, you need to make sure you are running Geck under NVSE (run "nvse_loader.exe" -editor) and that you are using geck powerup. Personally, my fallout new vegas\data\nvse\plugins\ directory contains:

 

nvse_extender.dll

nvse_plugin_geckpu-nv-14.dll

pn_nvse.dll

 

 

[/quote']

 

Thanks, I will muck around with it soon. I will look into FNVedit, I just have a bunch of GECK pages and videos bookmarked atm.

 

 

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