Difference between revisions of "Getting started creating mods using GECK"

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(GECK Form-ID Base-ID Ref-ID and Editor-ID: added 'Map is not the Terrain' subsection)
(TIP Mashing Meshes - Fix multiple SceneRoots: clarification)
 
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* There are now two wikis devoted to the '''GECK''': the official one by Bethesda, which is not very well supported and a major pain to update (Five CAPCHAs per post!), and a Modding Community '''GECKWiki''' site with everything from the official one but actively updated by the modding community.  While most links to the '''GECK''' wiki are to the official wiki, be sure to check out the Community one to see the latest info on your topic.  Anything related to "Script Extenders" like '''NVSE''' or '''JIP LN NVSE''' functions will be more current on the Community '''GECKWiki''' site.
 
* There are now two wikis devoted to the '''GECK''': the official one by Bethesda, which is not very well supported and a major pain to update (Five CAPCHAs per post!), and a Modding Community '''GECKWiki''' site with everything from the official one but actively updated by the modding community.  While most links to the '''GECK''' wiki are to the official wiki, be sure to check out the Community one to see the latest info on your topic.  Anything related to "Script Extenders" like '''NVSE''' or '''JIP LN NVSE''' functions will be more current on the Community '''GECKWiki''' site.
:* [http://geck.technodeep.net/index.php/Main_Page Community GECKWiki]
+
:* [http://geckwiki.com/index.php?title=Main_Page Community GECKWiki]
 
::* [http://geck.foesmm.org/index.php/Tutorials GECK: Tutorials]
 
::* [http://geck.foesmm.org/index.php/Tutorials GECK: Tutorials]
::* [http://geck.technodeep.net/index.php/Category:Getting_Started#My_First_Vault_Tutorial_Series GECK: 'My first vault' tutorial series] Bethesda's intro to mod creation.
+
::* [http://geckwiki.com/index.php?title=Category:Getting_Started#My_First_Vault_Tutorial_Series GECK: 'My first vault' tutorial series] Bethesda's intro to mod creation.
::* [http://geck.technodeep.net/index.php/Category:FAQ GECK: FAQ] Simple questions with answers.
+
::* [http://geckwiki.com/index.php?title=Category:FAQ GECK: FAQ] Simple questions with answers.
::* [http://geck.technodeep.net/index.php/Category:Advanced_Modding_Techniques GECK: Advanced Modding Techniques] Questions with tricky answers.
+
::* [http://geckwiki.com/index.php?title=Category:Advanced_Modding_Techniques GECK: Advanced Modding Techniques] Questions with tricky answers.
 
:* [http://geck.bethsoft.com/index.php?title=Main_Page Official Bethesda GECK Wiki]
 
:* [http://geck.bethsoft.com/index.php?title=Main_Page Official Bethesda GECK Wiki]
 
:* [http://cs.elderscrolls.com/index.php?title=Category:Solutions TES4 Construction Set Wiki] Older, more fundamental questions and answers.
 
:* [http://cs.elderscrolls.com/index.php?title=Category:Solutions TES4 Construction Set Wiki] Older, more fundamental questions and answers.
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:: "Noob to Pro" PDF tutorial.
 
:: "Noob to Pro" PDF tutorial.
 
:: Check out the "Optional" files section for some additional functionality.  Recommended for FO3/FNV.
 
:: Check out the "Optional" files section for some additional functionality.  Recommended for FO3/FNV.
:* [http://www.nexusmods.com/oblivion/mods/42755 Blender v2.49b Portable] by '''Room207''' is also a "complete" package that is preferred by some for it's convenience.  Includes:
+
:* [http://www.nexusmods.com/oblivion/mods/42755 Blender v2.49b Portable] by '''Room207''' is also a "complete" package that is preferred by some for it's convenience and because it is patched so that vertex normals won't be regenerated when going into ''edit'' mode, which is one of the reasons why a neck seam is produced.  Includes:
 
::: Python 2.6.6
 
::: Python 2.6.6
 
::: Pyffi 2.1.11
 
::: Pyffi 2.1.11
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::: [http://www.nexusmods.com/oblivion/mods/45019/? Blender TRI file scripts and Tutorial] by '''Kapaer and Deedes'''
 
::: [http://www.nexusmods.com/oblivion/mods/45019/? Blender TRI file scripts and Tutorial] by '''Kapaer and Deedes'''
 
:* [[Installation_of_Blender|Installation of Blender]] (Wiki article.)
 
:* [[Installation_of_Blender|Installation of Blender]] (Wiki article.)
* [http://www.mwgfx.co.uk/programs/dxtbmp.htm DXTBmp Texture Tool] (freeware.) Images can be passed to any Paint program for editing in 24 bit and then re-imported and saved in any of the 16/24/32 bit formats.  Transparency (Alpha) channel of textures can be viewed and edited separately from the main image.
+
* [http://www.mwgfx.co.uk/programs/dxtbmp.htm DXTBmp Texture Tool] (freeware).  Images can be passed to any Paint program for editing in 24 bit and then re-imported and saved in any of the 16/24/32 bit formats.  Transparency (Alpha) channel of textures can be viewed and edited separately from the main image.
 
* [http://www.gimp.org/ GIMP: GNU Image Manipulation Program] (freeware.) A cross-platform image (texture) editor available for GNU/Linux, OS X, Windows and more operating systems.  Provides extensions through integration with many programming languages including '''Scheme, Python, Perl,''' and more.  The result is a high level of customization as demonstrated by the large number of scripts and plug-ins created by the community.  
 
* [http://www.gimp.org/ GIMP: GNU Image Manipulation Program] (freeware.) A cross-platform image (texture) editor available for GNU/Linux, OS X, Windows and more operating systems.  Provides extensions through integration with many programming languages including '''Scheme, Python, Perl,''' and more.  The result is a high level of customization as demonstrated by the large number of scripts and plug-ins created by the community.  
 
* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] (Mod.) Extracts all the hair / eyes / races records from every plugin loaded in your load order - then, it rewrites the list of eyes and hairs for every race found. So, if you untick / unflag a hair mod from your load order, these records won't be loaded by the game itself and consequently won't be found by this mod because they don't exist.
 
* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] (Mod.) Extracts all the hair / eyes / races records from every plugin loaded in your load order - then, it rewrites the list of eyes and hairs for every race found. So, if you untick / unflag a hair mod from your load order, these records won't be loaded by the game itself and consequently won't be found by this mod because they don't exist.
 +
* [http://inkscape.org/ Inkscape Vector Graphics Editor] (freeware).  Open source flexible drawing tools, with broad file format compatibility, powerful text tool, and bezier and spiro curves.
 
* [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Category:VWD-OB LOD/VWD Overview] TESTG site wiki.
 
* [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Category:VWD-OB LOD/VWD Overview] TESTG site wiki.
 
:* [http://www.nexusmods.com/newvegas/mods/58562 FNVLODGen] "View While Distant (VWD)"/"Level Of Detail (LOD)" landscape ''object'' generation tool.
 
:* [http://www.nexusmods.com/newvegas/mods/58562 FNVLODGen] "View While Distant (VWD)"/"Level Of Detail (LOD)" landscape ''object'' generation tool.
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:* [http://www.nexusmods.com/skyrim/mods/6843/? Paint: The Normal Map Tools] by '''Goujosamma''' for Paint.NET.
 
:* [http://www.nexusmods.com/skyrim/mods/6843/? Paint: The Normal Map Tools] by '''Goujosamma''' for Paint.NET.
 
* [http://www.nexusmods.com/newvegas/mods/57245/? Ptolemy Maps for New Vegas] by '''Rocketeer''' and '''Alan Broad''' is a robust suite of tools for creating and organizing 'world map' locations based on their type, faction, importance, etc.
 
* [http://www.nexusmods.com/newvegas/mods/57245/? Ptolemy Maps for New Vegas] by '''Rocketeer''' and '''Alan Broad''' is a robust suite of tools for creating and organizing 'world map' locations based on their type, faction, importance, etc.
 +
* [http://www.nexusmods.com/newvegas/mods/67829 Sniff: S'Lanter's NIF Helper Tool] by '''zilav'''.  A batch NIF processing tool intended for intelligent S'Lanters.
 +
:* Available operations (initial release):
 +
::* Update tangents and binormals - recalculate tangents, binormals and optionally normal vectors in shapes using modified Unity's code.
 +
::* Search and replace assets - perform search and replace on assets paths (textures and other referenced files) in meshes
 +
::* Convert strips to shapes - the same as Triangulation spell in NifSkope
 +
::* Attach parent NiNode - the same as Attach Parent in NifSkope applied to NiNode or it's descendants with defined name
 +
::* Jamilla's anim thing - no idea, made by request
 +
::* Weijiesen's blow up thing - no idea, made by request
 +
::* Copy anim controlled blocks - copy missing controlled blocks between *.kf animation files
 +
::* Update parallax settings - change parallax values in shaders
 +
::* Update MOPP code - update MOPP collision code with the proper working one
 
* [http://www.buckarooshangar.com/flightgear/tut_dds.html Working with DDS/DXT Files] (HTML article) by '''Gary "Buckaroo" Neely'''.
 
* [http://www.buckarooshangar.com/flightgear/tut_dds.html Working with DDS/DXT Files] (HTML article) by '''Gary "Buckaroo" Neely'''.
  
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:* [http://geck.bethsoft.com/index.php?title=Category:Functions_(JIP) GECK: JIP Functions] (Wiki.)
 
:* [http://geck.bethsoft.com/index.php?title=Category:Functions_(JIP) GECK: JIP Functions] (Wiki.)
 
:* [http://geck.bethsoft.com/index.php?title=Category:Functions_(Lutana) GECK: Lutana (LN) Functions] (Wiki.)
 
:* [http://geck.bethsoft.com/index.php?title=Category:Functions_(Lutana) GECK: Lutana (LN) Functions] (Wiki.)
* [http://www.nexusmods.com/skyrim/mods/39434/? NMM Installer Tutorial - FOMOD - FOMM] by XunAmarox
+
* [http://www.nexusmods.com/skyrim/mods/39434/? NMM Installer Tutorial - FOMOD - FOMM] by '''XunAmarox'''.
* [http://www.nexusmods.com/skyrim/mods/41440/? NMM ModuleConfig Creator] by Twilightassassin
+
* [http://www.nexusmods.com/skyrim/mods/41440/? NMM ModuleConfig Creator] by '''Twilightassassin'''.
* [http://www.nexusmods.com/skyrim/mods/33797/? NMM Tracelog Help] by Thorne67
+
* [http://www.nexusmods.com/skyrim/mods/33797/? NMM Tracelog Help] by '''Thorne67'''.
 
* [http://notepad-plus-plus.org/ Notepad++] (freeware.) Source code editor.
 
* [http://notepad-plus-plus.org/ Notepad++] (freeware.) Source code editor.
:* [http://www.nexusmods.com/skyrim/mods/33271/? BAIN User Defined Language for Notepad++] by The_Catman
+
:* [http://www.nexusmods.com/skyrim/mods/33271/? BAIN User Defined Language for Notepad++] by '''The_Catman'''.
 
:* [http://www.nexusmods.com/newvegas/mods/62793/? Notepad++ Syntax Highlighter] (freeware) by '''DoctaSax'''. "Language" Plugin for GECK editor syntax.
 
:* [http://www.nexusmods.com/newvegas/mods/62793/? Notepad++ Syntax Highlighter] (freeware) by '''DoctaSax'''. "Language" Plugin for GECK editor syntax.
 
* [http://www.nexusmods.com/newvegas/mods/67395 RuntimeScriptProfiler] by '''lStewieAl - shadeMe'''.  An NVSE plugin to profile script execution. Ported from '''shadeMe''''s '''Oblivion''' plugin.
 
* [http://www.nexusmods.com/newvegas/mods/67395 RuntimeScriptProfiler] by '''lStewieAl - shadeMe'''.  An NVSE plugin to profile script execution. Ported from '''shadeMe''''s '''Oblivion''' plugin.
 +
* [http://www.nexusmods.com/newvegas/mods/62777 Unlocked MCM - Advanced MCM script templates] by '''DoctaSax'''.  Script templates for complex but lean [http://www.nexusmods.com/newvegas/mods/42507 Mod Configuration Manager (MCM)] menus using array maps. Switches MCM scripting from a static to a dynamic system that can be altered at any time in-game. Minimizes script size and overhead.
  
 
=== <span id="Sound_and_Voice_Tools"></span>Sound and Voice Tools ===
 
=== <span id="Sound_and_Voice_Tools"></span>Sound and Voice Tools ===
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=== <span id="Misc_Other_Tools"></span>Misc Other Tools ===
 
=== <span id="Misc_Other_Tools"></span>Misc Other Tools ===
 +
* [http://cs.elderscrolls.com/index.php?title=Category:Oblivion_XML Category:Oblivion XML] Basic Bethesda XML documentation.
 +
:* [http://www.nexusmods.com/newvegas/mods/67470 The HUD Editor] Mod by '''IntenseMute'''.
 
* [http://darnified.net/forums/community/ DarNified Forum Community] site.  Articles and questions on XML for the User Interface (UI) and Menus, primarily about the Oblivion version of DarNUI but there is a section for FO3.
 
* [http://darnified.net/forums/community/ DarNified Forum Community] site.  Articles and questions on XML for the User Interface (UI) and Menus, primarily about the Oblivion version of DarNUI but there is a section for FO3.
 
* [http://www.nexusmods.com/newvegas/mods/62796/? Gamesettings profiler] Mod.  Adds intuitive, app-like, modding tool for debugging, testing, profiling, and dumping\printing to file any numeric GMST (gamesettings) records.
 
* [http://www.nexusmods.com/newvegas/mods/62796/? Gamesettings profiler] Mod.  Adds intuitive, app-like, modding tool for debugging, testing, profiling, and dumping\printing to file any numeric GMST (gamesettings) records.
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* [http://tesalliance.org/forums/index.php?/forum/81-the-enclave/ TESAlliance: The Enclave] for tutorials covering most subjects and tools that apply still to the Fallout series.
 
* [http://tesalliance.org/forums/index.php?/forum/81-the-enclave/ TESAlliance: The Enclave] for tutorials covering most subjects and tools that apply still to the Fallout series.
 
* [http://geck.bethsoft.com/index.php?title=Main_Page Garden of Eden Construction Kit (GECK)] for Fallout 3 (2008) and Fallout: New Vegas} (2010).
 
* [http://geck.bethsoft.com/index.php?title=Main_Page Garden of Eden Construction Kit (GECK)] for Fallout 3 (2008) and Fallout: New Vegas} (2010).
* [http://geck.technodeep.net/index.php/Main_Page Community GECK Wiki] for Fallout 3 (2008) and Fallout: New Vegas} (2010).
+
* [http://geckwiki.com/index.php?title=Main_Page Community GECK Wiki] for Fallout 3 (2008) and Fallout: New Vegas} (2010).
  
 
(TES5: Skyrim came after all of those (2011) and uses a different variation of the game and script engine.)  So, don't neglect those older wikis as resources.  Where there appears to be a conflict, assume the later wiki or the one specific to your game is correct.
 
(TES5: Skyrim came after all of those (2011) and uses a different variation of the game and script engine.)  So, don't neglect those older wikis as resources.  Where there appears to be a conflict, assume the later wiki or the one specific to your game is correct.
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background-color:#333333;padding:3px;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">Note that there is a 16 MB limit (that no one ever tells you about) for references (i.e. "objects") in mods. If your mod gets larger than 16 MB and you add an object or an NPC, your mod will be permanently broken. It will crash the game and will crash the GECK if you try to load it.
+
">Note that there is a 16 MB limit (that no one ever tells you about) for references (i.e. "objects") in mods. If your mod gets larger than 16 MB and you add an object or an NPC, your mod will be permanently broken. It will crash the game and will crash the '''GECK''' if you try to load it.
  
 
Here's why: Ever notice that all objects in the game have a ref ID that is two digits to refer to the mod number (called the "mod index"), followed by six digits for the actual ref ID? In other words, the ref ID for water is "000151a3", where "00" is the mod index indicating it is from '''Fallout.ESM''' and "0151a3" is apparently the '''''offset''''' into the file. The largest six digit hex number you can have is FFFFFF, which is 16 MB (minus 1). That's where the 16 MB limit comes from.  
 
Here's why: Ever notice that all objects in the game have a ref ID that is two digits to refer to the mod number (called the "mod index"), followed by six digits for the actual ref ID? In other words, the ref ID for water is "000151a3", where "00" is the mod index indicating it is from '''Fallout.ESM''' and "0151a3" is apparently the '''''offset''''' into the file. The largest six digit hex number you can have is FFFFFF, which is 16 MB (minus 1). That's where the 16 MB limit comes from.  
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The two digit "mod index" at the front means that you can theoretically have 256 mods, though this game breaks once you get to about 130-140 or so.  The "FF" mod index is reserved for "dynamically placed" objects in the game and these are preserved in the "save game" files.  You (as a "mod creator") cannot directly address these "FF" references as they only exist in game memory at run time.
 
The two digit "mod index" at the front means that you can theoretically have 256 mods, though this game breaks once you get to about 130-140 or so.  The "FF" mod index is reserved for "dynamically placed" objects in the game and these are preserved in the "save game" files.  You (as a "mod creator") cannot directly address these "FF" references as they only exist in game memory at run time.
  
Anything with a base/ref ID has to be under that 16 MB reference limit or it breaks. Things that don't have a ref ID (navmeshes, landscape textures, etc.) can be placed without regard to the 16 MB limit. Since your ambitious "overhaul" is likely going to be a fairly large mod, you might want to make all of your object/NPC changes first, then add dialog, navmesh, and similar non-reference changes last.
+
Anything with a base/ref ID has to be under that 16 MB reference limit or it breaks. Things that don't have a ref ID (''navmeshes, landscape textures'', etc.) can be placed without regard to the 16 MB limit. Since your ambitious "overhaul" is likely going to be a fairly large mod, you might want to make all of your object/NPC changes first, then add ''dialog'', ''navmesh'', and similar ''non-reference changes'' last.
 +
 
 +
So the big question then becomes how are you creating your ESM? If you are creating an ESP and then are using '''FNVEdit''' to convert it to an ESM, the '''GECK''' will add things to your ESP in the order that you create them. If you are creating ''worldspaces'', the data for a worldspace landscape can easily be more than 10 MB. Add in your ''navmesh'' and other things and you can easily get over 16 MB. Add anything with an ID after that, and your mod breaks completely, with no warning whatsoever from the '''GECK'''. The '''GECK''' will happily save it without warning, but then if you try to load it in the game, it crashes the game. Go back to the '''GECK''' to fix it, and it crashes the '''GECK'''. Better hope you have an older version of your mod to go back to at that point. Otherwise, you're hosed.
 +
 
 +
Things that don't have an ID number (''conversation topics, landscape data, navmesh data'', etc) can all be placed above the 16 MB boundary. Just keep in mind that if you add anything with an ID number once your mod exceeds 16 MB, the '''GECK''' puts it at the end of your file and you permanently break your mod.
 +
 
 +
If you are using the '''GECK''' in ''networked developer mode'' (see [https://geckwiki.com/index.php?title=Version_Control Version Control]) instead of in ''single user mode'' the way that most people use it, and you use ''version control'' to check in your changes, then it automatically puts new things with ID numbers down well below the 16 MB boundary when you check in your changes to the ESM.  The ESP that you are merging in to create or add to your ESM can't have anything with an ID above its 16 MB boundary, but the '''GECK''' will put those IDs in the lower 16 MB of your ESM during check in, so that tends to only be an issue with the ESP that you are merging in, and not an issue with the resultant ESM.
 +
 
 +
16 MB worth of stuff with ID numbers is a HUGE amount of stuff. Experienced modders have never come anywhere close to any limits with it.
 +
 
 +
Aside from the 16 MB limit, we are not aware of any other limit with respect to things like recipes and lists; never having managed to create one that's big enough for it to be an issue. There's a ''formlist'' called "everything" which has over 1500 entries in it, so the limit for ''formlist'' entries is definitely higher than 1500.  Suspect that you'll break things long before you reach the 16 MB limit, though.  Things tend to break on powers of 2, especially at character and short integer size boundaries (255 and 65535), or at exactly half of that due to one bit being used for a sign bit (128 or 32767).
 +
 
 +
Scripts are limited to 32k characters. Comments and whitespace are counted in that size limit.
 +
 
 +
Exterior ''worldspace'' cells are limited to something like 128x64 or maybe 128x128 (don't recall which) or the game engine goes wonky. Again, the '''GECK''' will happily create a ''worldspace'' with more cells than this, and doesn't warn you that things will break. But the game's physics engine will totally fail if anything is placed outside of those limits.
 
</div>
 
</div>
  
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====The Map is not the Terrain and the ID is not the Record Number====
 
====The Map is not the Terrain and the ID is not the Record Number====
  
It is common to refer to the text form of the "IDs" for records ("Editor-ID", "Rec-ID", "Form-ID", and "Base-ID") as if they were the record identifiers used by the engine.  These are "labels" given (or not) by each mod author when they create the record solely for the benefit of us "numerically challenged humans".  For this reason, it is assumed they must be unique between plugins.  While this is a good practice, and something to be encouraged for the benefit of those searching out records by those references in tools such as '''GECK''' or '''xEdit''', it is important to understand that, like a "map", the text labels for those records are not the actual "terrain"; nor the "record number" actually used by the game engine.  It can't afford to leave something that critical up to fallible humans.  The '''GECK''' automatically assigns "record numbers" sequentially when you create a new record, and the "mod index" couplet at the beginning of that record, consisting of the "current load order index" of the plugin makes it unique between plugins.  (See [http://fallout.wikia.com/wiki/Help:Form_IDs Help:Form IDs] for an explanation of how to interpret the "mod index" from a Form-ID or record number.)
+
It is common to refer to the text form of the "IDs" for records ("Editor-ID", "Rec-ID", "Form-ID", and "Base-ID") as if they were the record identifiers used by the engine.  These are "labels" given (or not) by each mod author when they create the record solely for the benefit of us "numerically challenged humans".  For this reason, it is assumed they must be unique between plugins.  While this is a good practice, and something to be encouraged for the benefit of those searching out records by those references in tools such as '''GECK''' or '''xEdit''', it is important to understand that, like a "map", the text labels for those records are not the actual "terrain"; nor the "record number" actually used by the game engine.  It can't afford to leave something that critical up to fallible humans.  The '''GECK''' automatically assigns "record numbers" sequentially when you create a new record, and the "mod index" hexadecimal pair at the beginning of that record, consisting of the "current load order index" of the plugin makes it unique between plugins.  (See [http://fallout.wikia.com/wiki/Help:Form_IDs Help:Form IDs] for an explanation of how to interpret the "mod index" from a Form-ID or record number.)
  
 
Think about that for a minute.  The '''GECK''' only knows about plugin files you chose to load for that editting session.  Typically that will consist of the "FalloutNV" EXE and ESM, possibly some DLC if your plugin requires assets from it, and the plugin you are working on.  How is it going to know what other plugin "ID" text labels there are to determine yours are unique?  From one session to another you might load a different series of plugins.  It can't predict that "load order" for certain, and the '''GECK''' itself doesn't care.  Which is why the "mod index" couplet at the beginning of the record number is so clever and crucial to ensure uniqueness between plugins.   
 
Think about that for a minute.  The '''GECK''' only knows about plugin files you chose to load for that editting session.  Typically that will consist of the "FalloutNV" EXE and ESM, possibly some DLC if your plugin requires assets from it, and the plugin you are working on.  How is it going to know what other plugin "ID" text labels there are to determine yours are unique?  From one session to another you might load a different series of plugins.  It can't predict that "load order" for certain, and the '''GECK''' itself doesn't care.  Which is why the "mod index" couplet at the beginning of the record number is so clever and crucial to ensure uniqueness between plugins.   
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<span id="Tip-refVar"></span>
 
<span id="Tip-refVar"></span>
 +
 
====TIP Reference Variables explained====
 
====TIP Reference Variables explained====
 
: Thanks to '''vforvic''' of the Nexus "Fallout 3 Mod Talk" forum for the basis of the following:
 
: Thanks to '''vforvic''' of the Nexus "Fallout 3 Mod Talk" forum for the basis of the following:
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"According to the layout of this system, the maximum number of additional modules that can be loaded by the game is 254 (256 load order ranges, - 1 for the Savegame FF range, - 1 for the always-mandatory Fallout3.esm/FalloutNV.esm)." - [http://fallout.gamepedia.com/Form_ID Form-ID on The Vault wiki]
 
"According to the layout of this system, the maximum number of additional modules that can be loaded by the game is 254 (256 load order ranges, - 1 for the Savegame FF range, - 1 for the always-mandatory Fallout3.esm/FalloutNV.esm)." - [http://fallout.gamepedia.com/Form_ID Form-ID on The Vault wiki]
 +
 +
: '''FiftyTifty''' added the following advice:
 +
Let's suppose you have a number of Actors you don't want active until your quest reaches a certain "stage".  Then you want a script for them to [http://geckwiki.com/index.php?title=OnLoad Begin OnLoad].  But "OnLoad" will not run on anything "disabled".  (See the "Notes" on that page and also [http://geckwiki.com/index.php?title=Running_an_OnLoad_block_on_a_disabled_item Running an OnLoad block on a disabled item].)  You need some sort of "switch" to enable them.
 +
 +
Rather than enabling each actor individually, set the placed ''actor references'' to have the same ''parent reference'': a dummy trigger object you place in the cell. Then when you want the actors to be enabled, just enable the ''parent reference'' object in your script (as in:
 +
<pre>
 +
actorrefParent.Enable()
 +
</pre>
 +
 +
See the GECKWiki page [http://geckwiki.com/index.php?title=Reference#Enable_Parent Enable Parent] entry.
 
</div>
 
</div>
  
 
<span id="Tip-GlobVar"></span>
 
<span id="Tip-GlobVar"></span>
 +
 
==== TIP Global ref variables '''Player''' and '''PlayerREF''' ====
 
==== TIP Global ref variables '''Player''' and '''PlayerREF''' ====
 
: Thanks to '''DoctaSax''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''DoctaSax''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
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">According to the Community GECK site, "[http://geck.technodeep.net/index.php/Player Player] is used to describe several things, sometimes simultaneously."  Among them is: "A scripting keyword that is effectively a global [http://geck.technodeep.net/index.php/Reference_variables reference variable] that resolves to the Actor reference described above."
+
">According to the Community GECK site, "[http://geckwiki.com/index.php?title=Player Player] is used to describe several things, sometimes simultaneously."  Among them is: "A scripting keyword that is effectively a global [http://geckwiki.com/index.php?title=Reference_variables reference variable] that resolves to the Actor reference described above."
  
The [http://geck.technodeep.net/index.php/Ref_Variable Ref Variable] page only uses "'''PlayerREF'''" for checking that a locally defined ref variable is that specific Actor "formid" reference.  It cautions regarding using a base form reference: "Beware that this is still a base form and may not be used as the [http://geck.technodeep.net/index.php/Calling_reference calling reference] to functions that allows this syntax, although it may be passed as the target if the function permits this.
+
The [http://geckwiki.com/index.php?title=Ref_Variable Ref Variable] page only uses "'''PlayerREF'''" for checking that a locally defined ref variable is that specific Actor "formid" reference.  It cautions regarding using a base form reference: "Beware that this is still a base form and may not be used as the [http://geckwiki.com/index.php?title=Calling_reference calling reference] to functions that allows this syntax, although it may be passed as the target if the function permits this.
  
 
The combination of those statements suggest that it is a poor practice to assume the variable "'''Player'''" refers to the PC Actor formid at any given moment without checking first.  And "[PlayerRef].< function >" syntax implies that "[PlayerRef]" is an abstraction of a locally initialized (e.g. "set myPlayerRef = '''PlayerREF'''") variable.  The following hopefully clears this up.
 
The combination of those statements suggest that it is a poor practice to assume the variable "'''Player'''" refers to the PC Actor formid at any given moment without checking first.  And "[PlayerRef].< function >" syntax implies that "[PlayerRef]" is an abstraction of a locally initialized (e.g. "set myPlayerRef = '''PlayerREF'''") variable.  The following hopefully clears this up.
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</div>  
 
</div>  
 
&nbsp;
 
&nbsp;
 +
 +
<span id="Tip-MultiSceneRoots"></span>
 +
==== TIP Mashing Meshes - Fix multiple SceneRoots ====
 +
: Thanks to '''madmongo''', '''M48A5''', and '''AusAllerWelt''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
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 +
">When attempting to "mashup" a custom mesh such as armor from parts of other different meshes, sometimes it looks just fine in '''NifSkope''', but all "stretchy" and "weird" in the '''GECK'''.
 +
 +
This is usually an indication that the "bone weights" of the "mesh rigging" to the "armature" (AKA "skeleton") are off.  This is primarily avoided by ensuring the outfits you are copying bits from all use the same armature/skeleton.
 +
 +
However, you might end up with multiple ''Scene_Root'' nodes (visible in '''NifSkope''') as the result of combining parts from different mesh NIF files in '''Blender''' (or your mesh editor of choice).  This can happen when you copy not just the specific ''blocks'' but the entire ''NiNode'' between meshes.  There should only be one ''Scene_Root'' node and it should be at the top of the NIF in '''NifScope'''.  Make sure you copy ''branches'' (''NiTriShape''s) from one NIF to the other. You should end up with a single ''Scene_Root'' and all of the various bones and mesh bits under that.
 +
 +
You can correct this problem by ensuring you remove all the armatures in the end ("Remove Branch" in '''NifScope''', or similar command in your mesh editor), and import the desired skeleton again so you only have one ''Scene_Root''/armature. If the mesh still has two after the export to a NIF you can just select the ''NiNode'' (in '''NifSkope''') that contains all parts of the mesh and use "Crop to Branch" and then rename it to ''Scene_Root''.
 +
 +
It's generally better to work on your new meshes in your mesh editor of choice, because you have more control over what you want to do and can also fix weighting issues that may arise by mashing parts of different outfits together. If you plan on making more "mashups", it's best to consider learning how to work with your mesh editor.  It's always better to use the correct tool designed for the task instead of trying to force a different one to do something not intended (like driving screws with a hammer: it will ''probably'' work; just not as well).
 +
</div>
  
 
<span id="Tip-MovableObjects"></span>
 
<span id="Tip-MovableObjects"></span>
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">This is a summary of various points raised elsewhere in this section for quick reference.  Some details may vary.  Be conservative.
 
">This is a summary of various points raised elsewhere in this section for quick reference.  Some details may vary.  Be conservative.
  
* If I remember correctly, the maximum map size is 128x128 cells. It might be 128x64. Weird things start to happen if you go over that size.
+
* In FNV, the worldspace size is 128x128 cells with a heightmap for -63 to +63 in both the X and Y directions. Weird things start to happen if you go over that size.
 +
:* The GECK's heightmap editor only displays +/- 32 in each direction, so it only shows a 64x64 heightmap. The rest of it is blacked out even though you can go to cells beyond that in the render window and see that the cells are both heightmapped and textured (just a uniform brown dirt texture).
 +
:: My GECK tends to want to crash if I get close to the edges of the map, centered on +/- 63 in either the X or Y direction.
  
 
* Keep all land height above 14,000 or you can have LOD issues.
 
* Keep all land height above 14,000 or you can have LOD issues.
Line 749: Line 810:
  
 
* If you have water, don't forget to add a water texture in your worldspace. "Data\Textures\Water\wastelandwaterpotomac.dds" tends to work well for many different water types (river, lake, etc). I've never tried to make ocean water with it though.
 
* If you have water, don't forget to add a water texture in your worldspace. "Data\Textures\Water\wastelandwaterpotomac.dds" tends to work well for many different water types (river, lake, etc). I've never tried to make ocean water with it though.
 +
 +
* Don't ever place water objects in an exterior cell. You can, but that tends to break things.
 +
:* Placed water only sticks to certain Z-axis levels which are the same for every water object in that cell no matter what you do; and there's no way to have water in all 3 levels of the fountain from Dead Money, for example.
 +
:* When you add or adjust the height of a placed water object it changes the height of the water level in that cell. So just '''edit cell''' on the cell in question, reset the water level height to 0 and you're (hopefully) sorted.
 +
::* The way that you adjust water height for a cell is to view that cell in your render window, click on that cell to make sure you have it selected, then click on '''World -> Cells'''...
 +
::* If you selected the cell you want to modify, then that cell will automatically come up selected in the Cell window. From there you can change the water height and the water type.
  
 
* If you ever get an error where it says that part of the landscape height is out of bounds, the '''GECK''' will helpfully tell you that it can fix it. It can't. Your landscape is totally hosed at that point. Hopefully you saved an earlier version of your mod to go back to.
 
* If you ever get an error where it says that part of the landscape height is out of bounds, the '''GECK''' will helpfully tell you that it can fix it. It can't. Your landscape is totally hosed at that point. Hopefully you saved an earlier version of your mod to go back to.
Line 757: Line 824:
  
 
:* The first is to create your landscape first, then place all objects into the worldspace, create all interiors, etc. After all that is done, then paint your landscape, add navmeshes, conversations/quests, etc. Landscape, navmeshes, and quest things can all be safely added above the 16 MB boundary. This works well enough for fairly simple mods.
 
:* The first is to create your landscape first, then place all objects into the worldspace, create all interiors, etc. After all that is done, then paint your landscape, add navmeshes, conversations/quests, etc. Landscape, navmeshes, and quest things can all be safely added above the 16 MB boundary. This works well enough for fairly simple mods.
 
 
:* The second way involves setting your '''GECK''' up in networked developer mode, which is not how most people set it up.  This has instructions for setting your '''GECK''' up in networked mode. There are some errors in these instructions, but as far as I am aware, they are the best instructions you'll find anywhere on the net:
 
:* The second way involves setting your '''GECK''' up in networked developer mode, which is not how most people set it up.  This has instructions for setting your '''GECK''' up in networked mode. There are some errors in these instructions, but as far as I am aware, they are the best instructions you'll find anywhere on the net:
::* [http://geckwiki.com/index.php?title=Version_Control Version Control].
+
:* [http://geckwiki.com/index.php?title=Version_Control Version Control].
 
+
::* In networked mode, the 16 MB bug still applies. So create your worldspace, check that in to version control, then add stuff, and check those changes in. When you do this, the '''GECK''' will automatically place ID values below the 16 MB boundary. I'm sure there are still size limits in there somewhere, but I have yet to hit them using this method, even in mods that contain multiple worldspaces.
:* In networked mode, the 16 MB bug still applies. So create your worldspace, check that in to version control, then add stuff, and check those changes in. When you do this, the '''GECK''' will automatically place ID values below the 16 MB boundary. I'm sure there are still size limits in there somewhere, but I have yet to hit them using this method, even in mods that contain multiple worldspaces.
+
::* The '''GECK''' tends to crash when working with larger mods anyway, so keeping the bulk of your mod checked in to version control and only working on small bits of it helps fairly dramatically in preventing '''GECK''' crashes.
 
 
* The '''GECK''' tends to crash when working with larger mods anyway, so keeping the bulk of your mod checked in to version control and only working on small bits of it helps fairly dramatically in preventing '''GECK''' crashes.
 
  
 
* In the regions section of the '''GECK''', there is an option to automatically navmesh the entire region. You may find this tempting, but DO NOT EVER USE THIS FEATURE. It is the most broken thing in the '''GECK''' that I have found yet to date. I did actually get it to correctly navmesh a region once. And only once. It was a fairly simple landscape and there wasn't much on it yet. SCOLS make the navmesher crash. Sometimes it will navmesh inside the region boundaries, sometimes, for no reason whatsoever, it will navmesh OUTSIDE your region boundaries instead of inside. Either way, if it screws up, it completely borks your entire navmesh for the entire worldspace. It also tends to crash in an endless loop constantly popping up a box with the error message "Get Jean!" over and over until you kill the '''GECK''' in the task manager.
 
* In the regions section of the '''GECK''', there is an option to automatically navmesh the entire region. You may find this tempting, but DO NOT EVER USE THIS FEATURE. It is the most broken thing in the '''GECK''' that I have found yet to date. I did actually get it to correctly navmesh a region once. And only once. It was a fairly simple landscape and there wasn't much on it yet. SCOLS make the navmesher crash. Sometimes it will navmesh inside the region boundaries, sometimes, for no reason whatsoever, it will navmesh OUTSIDE your region boundaries instead of inside. Either way, if it screws up, it completely borks your entire navmesh for the entire worldspace. It also tends to crash in an endless loop constantly popping up a box with the error message "Get Jean!" over and over until you kill the '''GECK''' in the task manager.
Line 777: Line 841:
 
   
 
   
 
<span id="Tip-CenterOn"></span>
 
<span id="Tip-CenterOn"></span>
 +
 
====TIP Center_On_Cell '''COC''' Markers====
 
====TIP Center_On_Cell '''COC''' Markers====
 
: Thanks to '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:  
 
: Thanks to '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:  
Line 861: Line 926:
 
</div>
 
</div>
  
Some folks use things like "geological survey data" to generate their heightmaps. See the last couple of threads in the list of tutorials below or poke around on the net.
+
Some folks use things like "geological survey data" to generate their heightmaps. See the last couple of threads in the list of tutorials below (under the [[#Heightmaps|Heightmaps]] section) or poke around on the net.
  
 
If all is well so far, save your heightmap and save your mod. If you didn't restart the GECK earlier, chances are that right here is where the GECK will crash. The second time through this it usually works.
 
If all is well so far, save your heightmap and save your mod. If you didn't restart the GECK earlier, chances are that right here is where the GECK will crash. The second time through this it usually works.
Line 876: Line 941:
  
 
<span id="Tip-TerrainEditor"></span>
 
<span id="Tip-TerrainEditor"></span>
 +
 
==== TIP Terrain Editor missing texture ====
 
==== TIP Terrain Editor missing texture ====
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
Line 900: Line 966:
 
You can use either FNVEdit or GECK to duplicate interior cells, but this is how to use the GECK. In the GECK, load up the ESP with the cell you want but don't make it "active", while loading the ESP that you want the cell to end up in (i.e. your new ESP) as the "active file". Then just right click on the desired cell in the "source" plugin and select "Duplicate Cell". It will give the duplicate a name of whatever the cell name is plus COPY (or something like that). '''If there are any objects in the source cell that are unique to the mod you are copying it from or come from one of its masters that you don't want to include, delete those out of the copied cell.''' Then save your "active file" ESP. Do not add items to the cell or do anything else other than duplicate it or the GECK can sometimes get confused and it will mess everything up. Just duplicate the cell, remove anything you don't want in your "active file" ESP, and save. That's it. Exit and reload, and maybe rename the cell so that it doesn't have the word COPY in it, and then edit it to your heart's desire.
 
You can use either FNVEdit or GECK to duplicate interior cells, but this is how to use the GECK. In the GECK, load up the ESP with the cell you want but don't make it "active", while loading the ESP that you want the cell to end up in (i.e. your new ESP) as the "active file". Then just right click on the desired cell in the "source" plugin and select "Duplicate Cell". It will give the duplicate a name of whatever the cell name is plus COPY (or something like that). '''If there are any objects in the source cell that are unique to the mod you are copying it from or come from one of its masters that you don't want to include, delete those out of the copied cell.''' Then save your "active file" ESP. Do not add items to the cell or do anything else other than duplicate it or the GECK can sometimes get confused and it will mess everything up. Just duplicate the cell, remove anything you don't want in your "active file" ESP, and save. That's it. Exit and reload, and maybe rename the cell so that it doesn't have the word COPY in it, and then edit it to your heart's desire.
  
The GECK only includes a file as a resource if it's a "master file". If you load an ESP, the GECK won't treat it as a master (unless you have configured the GECK PowerUp to allow ESPs to be "masters"). The GECK will automatically add any master files that the other ESP loaded since those will all be loaded into your new editing session when you load both ESP files.
+
The GECK only includes a file as a resource if it's a "master file". If you load an ESP, the GECK won't treat it as a master (unless you have configured the '''GECK PowerUp''' plugin to allow ESPs to be "masters".  The '''GECK Extender''' allows this as well without configuring). The GECK will automatically add any master files that the other ESP loaded since those will all be loaded into your new editing session when you load both ESP files.
  
 
This will end up including "master files" from the "original ESP" in your "new ESP", so if you don't want them: just delete them from the GECK data screen when you select your mod for loading. However, if you accidentally left in something dependent upon one of those masters in your copied cell, deleting the master will screw up your mod.   
 
This will end up including "master files" from the "original ESP" in your "new ESP", so if you don't want them: just delete them from the GECK data screen when you select your mod for loading. However, if you accidentally left in something dependent upon one of those masters in your copied cell, deleting the master will screw up your mod.   
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You should not generally attempt to change anything about a faction's relationship with another faction.  Instead create a new faction, decide which actors or other factions you want to be members of your new faction, and then establish their relationships with other factions.  If you haven't fully mapped out those inter-faction relationships, things get "surprising".
 
You should not generally attempt to change anything about a faction's relationship with another faction.  Instead create a new faction, decide which actors or other factions you want to be members of your new faction, and then establish their relationships with other factions.  If you haven't fully mapped out those inter-faction relationships, things get "surprising".
 +
 +
If a faction follower is not behaving towards others as expected, consider having it ally with itself.  For example, the game vanilla "follower faction" has got the "player faction" and itself as allies.  This appears to override all previous relationships of that follower and replace them with those of the player.
  
 
[http://fallout.gamepedia.com/Fallout:_New_Vegas_reputations Reputation] is about how members of various factions (including your own "Player" faction) feel about your character.  While related, they are separate issues.  Note you can have both positive and negative reputation (fame/infamy) with a given faction at the same time.  The "fame label" attached to your character is the result of a matrix of that positive/negative range, given in the referenced wiki article.  "Reputation" changes only apply to the Player; not to other Actors.
 
[http://fallout.gamepedia.com/Fallout:_New_Vegas_reputations Reputation] is about how members of various factions (including your own "Player" faction) feel about your character.  While related, they are separate issues.  Note you can have both positive and negative reputation (fame/infamy) with a given faction at the same time.  The "fame label" attached to your character is the result of a matrix of that positive/negative range, given in the referenced wiki article.  "Reputation" changes only apply to the Player; not to other Actors.
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">Scn    DisguiseFactionPulseScript
 
">Scn    DisguiseFactionPulseScript
This script belongs to a spell effect [''DisguiseFactionPulseActorEffect''] that removes Faction Sniffers from the "magic" armor faction donned when players use faction disguises.  The spell is set off intermittently, through a pulse, that filters the appropriate references within its radius. This radius is set to 25 (spell units), currently, and it's planned to reach at least 50 units. The pulse is placed on the player every two seconds, timed through a quest script that kicks off/on when players equip a faction disguise. - Jorge
+
This script belongs to a spell effect [''DisguiseFactionPulseActorEffect''] that removes Faction Sniffers from the "magic" armor faction donned when players use faction disguises.  The spell is set off intermittently, through a pulse, that filters the appropriate references within its radius. This radius is set to 25 ([[Fallout 3/NV Game Units|game units]]), currently, and it's planned to reach at least 50 units. The pulse is placed on the player every two seconds, timed through a quest script that kicks off/on when players equip a faction disguise. - Jorge
  
 
Also, the script only addresses NCR relations. It'll eventually consider any faction that has faction disguises. [Editor - It now does, but only for those with "armor"; i.e. "not the WhiteGloveSociety".]
 
Also, the script only addresses NCR relations. It'll eventually consider any faction that has faction disguises. [Editor - It now does, but only for those with "armor"; i.e. "not the WhiteGloveSociety".]
Line 1,105: Line 1,173:
  
 
=== Bethsoft Basic Tutorials ===
 
=== Bethsoft Basic Tutorials ===
* [http://geck.technodeep.net/index.php?search=tutorial&title=Special%3ASearch&go=Go Bethsoft Basic GECK Tutorials]
+
* [http://geckwiki.com/index.php?search=tutorial&title=Special%3ASearch&go=Go Bethsoft Basic GECK Tutorials]
 
* [http://en.uesp.net/w/index.php?title=Special%3ASearch&search=tutorials&button= Basic Oblivion & Skyrim Tutorials]
 
* [http://en.uesp.net/w/index.php?title=Special%3ASearch&search=tutorials&button= Basic Oblivion & Skyrim Tutorials]
  
Line 1,121: Line 1,189:
 
* [http://www.nexusmods.com/newvegas/mods/56203/? Material and Texture Animations in NifSkope - Tutorial] PDF/DOC download.
 
* [http://www.nexusmods.com/newvegas/mods/56203/? Material and Texture Animations in NifSkope - Tutorial] PDF/DOC download.
 
* [http://forums.nexusmods.com/index.php?/topic/984792-tutorial-working-with-the-nicontrollermanager/ NifSkope: Working with the NiControllerManager] Forum Thread.  Alternate images available [http://www.mediafire.com/file/p0srsyrfuaszevp/Tutorial.zip here].
 
* [http://forums.nexusmods.com/index.php?/topic/984792-tutorial-working-with-the-nicontrollermanager/ NifSkope: Working with the NiControllerManager] Forum Thread.  Alternate images available [http://www.mediafire.com/file/p0srsyrfuaszevp/Tutorial.zip here].
 +
* [http://www.nexusmods.com/newvegas/mods/63770/? Nifskope Testing Skeleton] by clanky4. Mod for testing animations in NifSkope only.
 
* [http://www.youtube.com/watch?v=Zijo8ly6pyI One minute tutorial on Shape Keys] Video.
 
* [http://www.youtube.com/watch?v=Zijo8ly6pyI One minute tutorial on Shape Keys] Video.
 +
* [http://www.youtube.com/watch?v=XU9BAXkn_Bs Tutorial For Making Reload Animations work in FNV] Video by '''The Shiny Haxorus'''.
 +
* [http://www.nexusmods.com/newvegas/mods/66968 Weapon Animation Patching Tutorial] PDF with separate "screenshots" file by '''benja'''.
 
* [http://www.nexusmods.com/newvegas/mods/48521/? Weapon Animation Tutorial] PDF by '''Toasty Fresh'''.
 
* [http://www.nexusmods.com/newvegas/mods/48521/? Weapon Animation Tutorial] PDF by '''Toasty Fresh'''.
* [http://www.nexusmods.com/newvegas/mods/63770/? Nifskope Testing Skeleton] by clanky4. Mod for testing animations in NifSkope only.
+
 
* [http://www.nexusmods.com/newvegas/mods/66968 Weapon Animation Patching Tutorial] PDF with separate "screenshots" file by '''benja'''.
+
<span id="TIP-AnimationSounds "></span>
 +
====TIP Animation Sounds====
 +
: Thanks to '''Ashtonlp101''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Animations which play "sounds" have to be set under the "Special Idle" category in order for those respective sounds to get played. Otherwise the animation will be silent.
 +
 
 +
If you are adding your own sound files, ensure they conform to the expected format as described under the [[#Music and Sounds|Music_and_Sounds]] section.
 +
</div>
  
 
<span id="Tip-AnimationSummary"></span>
 
<span id="Tip-AnimationSummary"></span>
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endif
 
endif
 
</pre>
 
</pre>
Note that in the GECK, a ref variable may store either a ''reference'' or a ''base form''.  ''Base forms'' may not be used as the [http://geck.technodeep.net/index.php/Calling_reference calling reference] to functions that allow this syntax, although it may be passed as the target if the function permits this.  Hence the "IsActor" check in the example, while not necessary for "PlayerRef" (which is always a ''reference''), is a good practice.
+
Note that in the GECK, a ref variable may store either a ''reference'' or a ''base form''.  ''Base forms'' may not be used as the [http://geckwiki.com/index.php?title=Calling_reference calling reference] to functions that allow this syntax, although it may be passed as the target if the function permits this.  Hence the "IsActor" check in the example, while not necessary for "PlayerRef" (which is always a ''reference''), is a good practice.
  
 
If you want to use the ''console'' to force a particular "idle" (such as when "posing" the Actor), you must be in "3rd Person View", go into "Toggle Free Camera" (TFC) mode, select or reference the target Actor, and then issue the "PlayIdle" command.  Note that the skeleton (armature) in use must be compatible with that required by the animation or it won't work correctly.
 
If you want to use the ''console'' to force a particular "idle" (such as when "posing" the Actor), you must be in "3rd Person View", go into "Toggle Free Camera" (TFC) mode, select or reference the target Actor, and then issue the "PlayIdle" command.  Note that the skeleton (armature) in use must be compatible with that required by the animation or it won't work correctly.
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* [http://gomedia.com/zine/tutorials/tutorial-using-metal-and-rust-textures-to-destroy-a-design/ Using Metal and Rust textures to destroy a design] HTML.
 
* [http://gomedia.com/zine/tutorials/tutorial-using-metal-and-rust-textures-to-destroy-a-design/ Using Metal and Rust textures to destroy a design] HTML.
  
<span id="Tip-BoneWeighting"></span>
+
<span id="TIP-ArmorSkin"></span>
==== TIP Bone Weighting ====
+
==== TIP Armor Skin Tones ====
: Thanks to '''madmongo''' of the Nexus Fallout "Discussions" forum for the basis of the following:
+
: Thanks to '''AusAllerWelt''' of the Nexus "New Vegas Mod Troubleshooting" forum for the basis of the following:
 
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<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
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">The thing in the game that makes clothes follow body parts is called '''bone weighting''', which is a part of the mesh/NIF file. '''Bone weighting''' is created and modified using a 3D modeling program like '''Blender''' or '''3DSmax'''.  (This can also be adjusted using '''NifSkope''', but that works best with values that are already present.) Every vertex on the NIF is weighted to the skeleton (aka the "armature"), so as the various skeleton bones move, the clothing moves with them. If you want a piece of clothing to move with an Actor's forearm, you weight that section of clothing 100 percent to the ''forearm bone''.
+
">Say you wanted some leather armor variations to have the right sleeve cut off exposing the skin of the arm. Suppose you are using a body replacer such as '''Breeze's Males''': so you edited the meshes to get a right arm piece for them and it worked, but now you're having a different skin tone on that armor itself from the rest of the body.
  
Suppose you want part of a dress to fall straight down between the legs.  The parts of the dress that you want to hang are normally weighted to the ''thigh bones'' and move with the legs. If you want those parts to hang straight instead, you need to remove their weights from the ''thigh bones'' and weight them more heavily to the ''pelvis''. If you weight them 100 percent to the ''pelvis'' then they'll just hang, regardless of the leg movement. By weighing them heavily to the ''pelvis'', but adding in a little weight to the ''thigh bones'' then they'll move a bit with the legs, which will look more realistic.
+
Most likely you didn't set the correct shaders for skin on the arm.
 +
It has to look like this:<br>
 +
{{filepath:NifSkope Armor Skin Shader settings.png}}
 +
</div>
 +
 
 +
<span id="Tip-BoneWeighting"></span>
 +
==== TIP Bone Weighting ====
 +
: Thanks to '''madmongo''' of the Nexus Fallout "Discussions" forum for the basis of the following:
 +
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 +
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 +
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 +
">The thing in the game that makes clothes follow body parts is called '''bone weighting''', which is a part of the mesh/NIF file. '''Bone weighting''' is created and modified using a 3D modeling program like '''Blender''' or '''3DSmax'''.  (This can also be adjusted using '''NifSkope''', but that works best with values that are already present.) Every vertex on the NIF is weighted to the skeleton (aka the "armature"), so as the various skeleton bones move, the clothing moves with them. If you want a piece of clothing to move with an Actor's forearm, you weight that section of clothing 100 percent to the ''forearm bone''.
 +
 
 +
Suppose you want part of a dress to fall straight down between the legs.  The parts of the dress that you want to hang are normally weighted to the ''thigh bones'' and move with the legs. If you want those parts to hang straight instead, you need to remove their weights from the ''thigh bones'' and weight them more heavily to the ''pelvis''. If you weight them 100 percent to the ''pelvis'' then they'll just hang, regardless of the leg movement. By weighing them heavily to the ''pelvis'', but adding in a little weight to the ''thigh bones'' then they'll move a bit with the legs, which will look more realistic.
 
</div>
 
</div>
  
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</div>
 
</div>
  
<span id="Tip-BlenderBlackTexture"></span>
+
<span id="TIP: BlenderExport"></span>
==== TIP Imported NIF texture appears Black ====
+
====TIP Blender Export Settings====
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
+
: Thanks to '''AusAllerWelt''' and '''madmongo''' of the Nexus Fallout New Vegas "GECK and Modders" Forum for the basis of the following:
 
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">Mesh files (*.NIF) internally point to the texture file (*.DDS) designed for them.  The "vanilla" and DLC game art assets (both mesh and texture files) are stored in "Bethesda Software Archive (BSA)" files instead of under the game "Data" folder tree while using the same folder structure.  (Some mod's do this as well.) As '''Blender''' has no idea what a BSA file is, it can't find the texture file to display it.  If '''Blender''' can't find the texture file, it just shows the image with a "black" textureIn order to see the textures for your mesh while looking at it in '''Blender''' you will have to extract the texture file(s) from the BSA into the appropriate folder under "Data\textures" firstBe careful to extract such files to some other location than the game "Data" folder first, and then manually copy them to the correct "Data" folder to avoid accidents.
+
">For "Fallout New Vegas" (and "Fallout 3") you want to set the default "export" settings for Blender as follows (assuming you are primarily working on '''Armor''' meshes), and then make adjustments as circumstances require.
 +
 
 +
[[File:BlenderExport_Fig.png|frameless|800px|BlenderExport Figure]] <br clear=all>
 +
If you start with the default settings (click the "Restore Default Settings for Selected Game" button on the lower left), click on ''Creature'' under '''Collision Options''' (top middle right), then click on either the ''Cloth'' or ''Skin'' setting just below that. Then make sure that the ''Use BSFadeNodeRoot'' setting under '''Shader Options''' (top right) is '''unchecked''' (not selected).
 +
 
 +
You can select the ''Shadow Map'' setting under '''Shader Options''' (top right) if you'd like, but you need to go into '''NifSkope''' afterwards anyway so you can set the ''Shadow Map'' '''Shader Option''' setting there, because this version of Blender always gets the following in particular "wrong". Either way works(Using later versions of Blender brings their own problems.)<br>
 +
 
 +
After you export your model, go into '''NifSkope''' to fix the '''Shader''' settings.
 +
* For any '''armor parts''' (i.e. "not human skin"), the '''Shader Type''' needs to be set to ''SHADER_DEFAULT'' and ensure ''SF_SHADOW_MAP'' and ''SF_REMAPABLE_TEXTURES'' are both '''checked''' (selected).
 +
* For any '''visible human skin''' body parts (arms, legs, etc,) the '''Shader Type''' needs to be set to ''SHADER_SKIN'' and ensure ''SF_SHADOW_MAP'' and ''SF_FACEGEN'' are both "checked" (selected)Blender will usually set the rest of the flags correctly.
 
</div>
 
</div>
  
<span id="Tip-NoobBlender"></span>
+
<span id="Tip-ImportAnimation"></span>
 
+
==== TIP Blender Import Animations ====
====TIP New to Blender====
+
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following.
 
 
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">The '''Blender Noob to Pro''' tutorial included in the Blender v2.49b package under the [[#Programs and Tools|Programs and Tools]] section is a good resource.
+
">To create your own, start with the wiki article [[Creating_character_animations|Creating Character Animations]].
Some tips that maybe aren't obvious when you are starting:
+
 
* Make sure you select all before exporting. Blender only exports what you have selected. Also, make sure you have the export options set properly for what you are doing. If you are making a static, click on the static button (at the top near the middle) and then below that click on the button for the closest material type (wood, metal, etc). If you are making armor, click on "creature", because armor and human skins and creature skins are all basically the same thing.
+
A couple of things that aren't documented on that page:
* Statics and clutter items need a collision mesh. Armor, clothing, and human and creature skins don't need a collision mesh, but they do need to be parented to an armature (aka "a skeleton").
+
 
* Blender tends to export statics and clutter objects fine, but the version recommended as most compatible for FNV (v2.49b) doesn't seem to export the shader flags correctly for skins (armor, clothing, etc.).  If you don't go into NifSkope and fix the shader flags, your skin thing (armor, clothing, creature, etc) will end up invisible in-game.
+
* The article makes it seem like it's always best to import an existing animation and then modify that. That has been found to be completely unnecessary if you are creating a new animation. If you just want to load up a model and a skeleton and start animating, that works just fine.
* There are two different approaches used for UV mapping. One is to start with the texture and fiddle with the mesh to fit it, and the other is to start with the mesh and let Blender give it a UV map (unwrap using "smart projection") and then fiddle with the texture instead. Either way works, and which is easier depends on what you are making.
+
 
* Start by making simple modifications to things. Here's an easy one to start with. There's a coffee table mesh ("SubCoffeeTableDirty01" in the GECK) that has an upper part and a lower part to it. Edit the mesh to get rid of the upper part, and edit the collision mesh to match, then export it and put it in a mod somewhere.
+
* The '''GECK''' seems to have some hidden settings when you define an animation. For example, if you are creating a looping animation and you accidentally use '''Blender''''s default tags for looping instead of changing them, the '''GECK''' doesn't recognize these tags and the animation will jerk when it loops. If you fix the animation, the game will still have problems. You have to rename the animation, reassign it in the '''GECK''' so that whatever hidden variables it keeps get set properly, and then it will work. Because of this, always give your animations placeholder names like ''test1.kf'', ''test2.kf'', etc. and only give them their final names once you have them working properly.
 +
 
 +
* Also found that the '''NIF Tools''' for '''Blender''' tend to rotate things by 90 degrees. Before starting any animation design, put the skeleton into the position that you want them to start in and either play that for 15 seconds or loop it. Then you can adjust things like the height and rotation before doing anything else.
 +
 
 +
* Combat animations are tricky. You can replace existing animations easily enough, but creating custom animations that only the player character will use is definitely not straightforward.  But if you just want to play an animation on command, that's simple.
  
There are plenty of good tutorials out there.  Blender is a full-function 3-D editing tool that can be used to make everything from cartoon movies to games, so it's got a lot of stuff in there with lots of examples and tips scattered around the internet.  The Nexus Mods site has a wiki "category" devoted to [http://wiki.nexusmods.com/index.php/Category:Blender Blender] articles.  Admittedly, there's a bit of a learning curve involved. But as long as you keep plugging away at it, you'll figure it out. It will seem easy once you get used to it.</div>
+
* While most animations seem to import easily into Blender, have had some animations that either went into an infinite loop of some sort and locked Blender up while importing, and had other animations that did not work correctly after importing. Most will import ok though.
 +
</div>
  
<span id="Tip-BlenderExport"></span>
+
<span id="Tip-ImportMesh"></span>
====TIP Blender version NIF export====
+
==== TIP Blender Import Mesh ====
: Thanks to '''EPDGaffney''' and '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
+
: Thanks to '''madmongo''' and '''AusAllerWelt''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
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">When attempting to export a model from Blender as a NIF file, you get the "traceback (most recent call last):" error message box (after reporting one or more file lines) saying:
+
">See the thread [https://forums.nexusmods.com/index.php?/topic/8825198-new-meshes-in-new-vegas/ new meshes in new vegas] for full detailsThis is merely a summary.
<pre>"io_scene_nif.utility.nif_utils.NiError: non-uniform scaling not supportedWorkaround: apply size and rotations (CTRL-A) on '<object>'".</pre>
+
 
Most probably the issue lies in using a newer version of Blender. These are only minimally compatible with modding the older "Gamebryo engine" games.
+
Assume you have a basic mesh ".blend" file posed for the skeleton you want to make into a female armor.
:* You want to save your model from the newer version of Blender using ("'''Save As''' | '''Legacy Mesh Format'''") which outputs a legacy ".blend" file, and then open it in a '''v2.49b''' version of the tool.  (See [[#Image_Tools|Image Tools]] above under the "Programs and Tools" section.)  However, some things don't seem to export properly when you do it this way. The next bullet point is a possible way around such problems, but more likely you will just have to edit it.  For this reason, many people prefer to create new meshes using '''Blender v2.49b''' since everything there just works (except hairs).
+
 
:* If you try to import a mesh from a different format (example: '''fbx''') '''Blender v2.49b''' won't import it properly.  (See [[#Tip-BlenderImport|TIP: Blender Import other Model Formats.]]) Instead import it into a newer version of '''Blender''' and then export as an "OBJ" format file. At that point you can (in the same newer version of '''Blender''') just "'''Save As''' | '''Legacy Mesh Format'''" which outputs a legacy ".blend" file, as the mesh probably doesn't contain anything fancy that wouldn't export back to a ''legacy blend''.
+
* First of all, your mesh needs to be UV mapped. Don't use materials for this purpose. FNV requires UV mapping for textures.
: Most have a lot of success in general when importing "OBJ" files so they tend to use that as an intermediary format.  But it isn't required when modding images from Gambryo games such as FNV and earlier. Note that an "OBJ" file is a lot like a "text" or "CSV" file and does '''not''' include a ''UV Map''. You will need to generate a new one after importing before you can apply a texture.  (See  4th bullet point in [[#Tip-NoobBlender|TIP: New to Blender.]])
+
 
: You should generally <Ctrl+A> (apply size and rotations) to everything before moving from '''Blender''''s default to another format, or rigging, or any big changes. It doesn't always matter, but it's a good practice. <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
+
* Second, make sure that you are using '''Blender''' 2.49b. If you are using a newer version of '''Blender''', you can probably make statics with it, but anything requiring rigging isn't going to work very well. If you want things to actually work with FNV, you need to use '''Blender''' 2.49b.
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+
*: You can find the correct version of '''Blender''' here (under [[#Image_Tools|Image Tools]]). It has all of the NIF tools that you'll need.
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+
*: If you used a newer version of '''Blender''' and haven't rigged the mesh yet, advice is to export your mesh as an ".obj" file and then import it into 2.49b as an ".obj". Exporting it from a newer version of '''Blender''' as a ".blend" doesn't work.
">This needs to be done BEFORE creating "collision" or the scaling and rotation will cause the collision to not export properly.</span>  You can avoid that type of ''scaling'' in the first place by ''scaling'' in '''edit mode''' rather than '''object mode'''.</div>
+
 
 +
Ok, so at this point let's assume that you have your mesh in '''Blender''' 2.49b and that all you have is the armor mesh. The way that armor typically works in FNV is that it includes the human body parts underneath. If you have something that completely covers the human body like power armor, then you don't need the human body underneath. If parts of the body are visible, then you need to include the human body underneath with your mesh. Let's take the extreme example of the typical fantasy bikini chain mail armor. Most of what you see is human skin, not the armor, so basically the entire human body needs to be in the mesh. If you have something in between, like say an armored chest piece that covers the chest and back and includes a skirt of some sort, then you only need the human arms and legs. You can include the entire human body mesh, but most outfits don't since it wastes some time in the game engine drawing polygons that all get covered up by the armor mesh anyway, and if the armor mesh fits too tightly then sometimes you can end up with the human body parts clipping through, which looks bad.
 +
 
 +
* So the first step is to import the female upper body mesh, as this includes both the skeleton and the human body parts.
 +
* Once that is done, remove any human body parts that aren't visible. Again, if it's something like power armor that completely covers the body, then you can remove the entire human body mesh. If it's bikini chain mail or something similarly revealing, you may want to leave the entire body there.
 +
*: If you created the armor separately and didn't have a body to mold it around, you may want to adjust your mesh now so that it fits better over the human body.
 +
*: You also need to add "materials" to your armor, otherwise they won't show up in game because they will lack a shader.
 +
* Now, "parent" your armor mesh to the human skeleton (armature). You have a few different options for the bone weights. You can have '''Blender''' create the bone weights when you parent the mesh, which works reasonably well, but '''Blender''' tends to screw up a few things. Once you get some experience with it you'll be able to predict what parts will get screwed up and you'll have to manually fix them afterwards. Another option is to copy the bone weights from the human body mesh. In my experience this works pretty well for tight-fitting armor and clothing, but fails miserably when the armor or clothing isn't so tight-fitting. The third option is to paint all of the weights manually, which works better for solid armor pieces like a chest plate but doesn't work so well for fabrics and such that are supposed to move and deform with the body.
 +
* Once you have the bone weights done, save your blend so that you can always get back to this point. Then export your NIF file, making sure to use the proper settings. You can get the proper settings by clicking "Restore Default Settings for Selected Game" on the "nif export" screen, then go up to the top and click on "Creature" and then "Skin" under "Collision Options", then make sure "Use BSFadeNodeRoot" is ''de-selected''.
 +
* At this point you now have a mesh that is completely invisible in-game. This is due to '''Blender''' never setting the shader flags correctly. You fix these with [[# NifSkope_Mesh_Editor|Nifskope]].
 +
** For regular armor parts, the type needs to be set to SHADER_DEFAULT, and make sure SF_SHADOW_MAP and SF_REMAPABLE_TEXTURES are both checked.
 +
** For the any visible human skin body parts (arms, legs, etc, or the entire body mesh if you included it) the type needs to be set to SHADER_SKIN, and make sure SF_SHADOW_MAP and SF_FACEGEN are both checked.
 +
*: '''Blender''' usually sets the rest of the flags correctly. If your armor has multiple meshes, you will need to fix these flags in every mesh part.
 +
* Create your new armor in the GECK, and you're done.
 +
 
 +
So basically, the TL:DR short summary version:
 +
# Create your mesh
 +
# UV map your mesh
 +
# Import the human body mesh and skeleton
 +
# Remove any human body parts that aren't visible
 +
# Parent your mesh to the skeleton
 +
# Fix the bone weights
 +
# Export to NIF
 +
# Fix the shader flags in '''NifSkope'''
 +
</div>
 +
 
 +
<span id="Tip-ImportTexture"></span>
  
<span id="Tip-BlenderImport"></span>
+
====TIP Blender Import Texture====
====TIP Blender Import other Model Formats====
+
: Thanks to '''AusAllerWelt''' of the "Fallout New Vegas Mod Talk" forum for the basis of the following.
: Thanks to '''madmongo''' and '''user826''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
 
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">The import options for other formats (example: '''fbx''') or even newer version ".blend" format files into the FNV recommended version of '''Blender (v2.49b)''' are more limited in terms of results than with later versions of '''Blender'''. It is solvable with an annoying two-step process, but by using a later version of '''Blender''' that has an import option for the model format in question you can export it from that version as an "OBJ" file, then read the "OBJ" into '''v2.49b''', which can then export it as a "NIF" fileHowever, it is worth noting that the NIF tools will fail in all kinds of ways if the model is too complex, so that may be an issue no matter how you do it.
+
">* Select your mesh in ''Edit Mode'' and go to ''Windows Type | UV/Image Editor''. (See Fig-1.)<br>
 
+
[[File:BlenderImportTexture Fig-1.jpg|thumb|300px|left|Blender Import Fig-1]]<br clear=all>
Some have found that with a three-step process of, after importing the "OBJ" file into '''v2.49b''', they then export it as a '''.3DS''' format file, and then re-import the '''.3DS''' file into '''v2.49b''' before then exporting it as a "NIF" file, they get a better result.
+
* Under ''Image'' you can select ''Open'' and load your texture ".dds" file. You might have to click ''New'' first for the UV of the object to appear and then load your texture again(See Fig-2.)<br>
 +
[[File:BlenderImportTexture Fig-2.jpg|thumb|300px|left|Blender Import Fig-2]]<br clear=all>
 +
* Once you're done with that, you only have to change the ''Draw Type'' for the Render Window to ''Textured'' to display the textures. (See Fig-3.)<br>
 +
[[File:BlenderImportTexture Fig-3.jpg|thumb|200px|left|Blender Import Fig-3]]<br clear=all>
 
</div>
 
</div>
  
=== Collision ===
+
<span id="Tip-BlenderBlackTexture"></span>
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
 
* [http://www.nexusmods.com/oblivion/mods/19739/? Blender Video Tutorial - Convex Collision] Video.
 
* [http://youtu.be/sADeZhuv748 Fallout to Blender and back: Collision Meshes - Part 1] Video.
 
* [http://www.youtube.com/watch?v=56LwyhJ4u5Q Fallout to Blender and back: Collision Meshes - Part 2] Video.
 
* [http://youtu.be/AD4uywa1-pE GECK: Collision creation in Blender] Video.
 
  
<span id="Tip-CollisionSounds"></span>
+
==== TIP Imported NIF texture appears Black ====
====TIP Collision Impact Sounds====
+
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
: Thanks to '''pixelhate''' and '''miguick''' of the Nexus Fallout "Mod Talk" forum for the basis of the following:  
 
 
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">In FO3 or FNV the impact sound of one material upon another (e.g. a shell casing falling upon the ground, a footstep on a wooden stair, etc.) is referenced in the collision object as "HAV_MAT" (Havok Material). But it doesn't handle the sound only; it combines it with the particles emitted when hit or shot as well as the decals associated"Havok Material" will decide: The impact sound, the decal, the particle effect on impact, the sound when walking over a surface, and the colliding sound upon dropping, kicking, or grabbing an objectThese are hard coded in the game engine and cannot be changed as far as we know.  What the actor is wearing does not affect this; only the action being taken.
+
">Mesh files (*.NIF) internally point to the texture file (*.DDS) designed for them. The "vanilla" and DLC game art assets (both mesh and texture files) are stored in "Bethesda Software Archive (BSA)" files instead of under the game "Data" folder tree while using the same folder structure.  (Some mod's do this as well.As '''Blender''' has no idea what a BSA file is, it can't find the texture file to display it.  If '''Blender''' can't find the texture file, it just shows the image with a "black" textureIn order to see the textures for your mesh while looking at it in '''Blender''' you will have to extract the texture file(s) from the BSA into the appropriate folder under "Data\textures" firstBe careful to extract such files to some other location than the game "Data" folder first, and then manually copy them to the correct "Data" folder to avoid accidents.
 +
</div>
  
However, there is an INI file setting under "[Audio]":
+
<span id="Tip-NoobBlender"></span>
<pre>
 
fPlayerFootVolume=x
 
</pre>
 
which has a "x" float type value of "0.65" by default.  Setting "x" to "0" will make your footsteps totally silent.  You can alter it in scripts using '''NVSE''''s ''SetNumericINISetting'' command, as in:
 
<pre>
 
SetNumericINISetting "fPlayerFootVolume:Audio" x
 
</pre>
 
  
Modders have found 96 "Havok Materials" which are combinations of different things mentioned before. 32 of them are the most commonly used by the game.  Bear in mind that the names in the drop down list don't reflect the effect at all and can be misleading; so some experimentation may be called for to achieve the desired sound.
+
====TIP New to Blender====
 
+
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following.
There's a drop down list in '''NifSkope''' or your preferred texture editor from which you can choose the most fitting one.
+
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 +
">The '''Blender Noob to Pro''' tutorial included in the Blender v2.49b package under the [[#Programs and Tools|Programs and Tools]] section is a good resource.
 +
Some tips that maybe aren't obvious when you are starting:
 +
* Make sure you select all before exporting. Blender only exports what you have selected. Also, make sure you have the export options set properly for what you are doing. If you are making a static, click on the static button (at the top near the middle) and then below that click on the button for the closest material type (wood, metal, etc). If you are making armor, click on "creature", because armor and human skins and creature skins are all basically the same thing.
 +
* Statics and clutter items need a collision mesh. Armor, clothing, and human and creature skins don't need a collision mesh, but they do need to be parented to an armature (aka "a skeleton").
 +
* Blender tends to export statics and clutter objects fine, but the version recommended as most compatible for FNV (v2.49b) doesn't seem to export the shader flags correctly for skins (armor, clothing, etc.).  If you don't go into NifSkope and fix the shader flags, your skin thing (armor, clothing, creature, etc) will end up invisible in-game.
 +
* There are two different approaches used for UV mapping. One is to start with the texture and fiddle with the mesh to fit it, and the other is to start with the mesh and let Blender give it a UV map (unwrap using "smart projection") and then fiddle with the texture instead. Either way works, and which is easier depends on what you are making.
 +
* Start by making simple modifications to things. Here's an easy one to start with. There's a coffee table mesh ("SubCoffeeTableDirty01" in the GECK) that has an upper part and a lower part to it. Edit the mesh to get rid of the upper part, and edit the collision mesh to match, then export it and put it in a mod somewhere.
  
In '''NifSkope:''' open the "Block" list window, select the ''BHKCollisionObject'', expand and look into each of the ''Nodes'' in the "Block Details" window.
+
There are plenty of good tutorials out there.  Blender is a full-function 3-D editing tool that can be used to make everything from cartoon movies to games, so it's got a lot of stuff in there with lots of examples and tips scattered around the internet.  The Nexus Mods site has a wiki "category" devoted to [http://wiki.nexusmods.com/index.php/Category:Blender Blender] articles.  Admittedly, there's a bit of a learning curve involved. But as long as you keep plugging away at it, you'll figure it out. It will seem easy once you get used to it.</div>
  
Depending on the type and structure of the Collision, you should find one or two places where HAV_MAT is noted: double click on it to access the drop down list.
+
<span id="Tip-BlenderExport"></span>
 +
====TIP Blender version NIF export====
 +
: Thanks to '''EPDGaffney''' and '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 +
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">When attempting to export a model from Blender as a NIF file, you get the "traceback (most recent call last):" error message box (after reporting one or more file lines) saying:
 +
<pre>"io_scene_nif.utility.nif_utils.NiError: non-uniform scaling not supported.  Workaround: apply size and rotations (CTRL-A) on '<object>'".</pre>
 +
Most probably the issue lies in using a newer version of Blender.  These are only minimally compatible with modding the older "Gamebryo engine" games.
 +
:* You want to save your model from the newer version of Blender using ("'''Save As''' | '''Legacy Mesh Format'''") which outputs a legacy ".blend" file, and then open it in a '''v2.49b''' version of the tool.  (See [[#Image_Tools|Image Tools]] above under the "Programs and Tools" section.)  However, some things don't seem to export properly when you do it this way.  The next bullet point is a possible way around such problems, but more likely you will just have to edit it.  For this reason, many people prefer to create new meshes using '''Blender v2.49b''' since everything there just works (except hairs).
 +
:* If you try to import a mesh from a different format (example: '''fbx''') '''Blender v2.49b''' won't import it properly.  (See [[#Tip-BlenderImport|TIP: Blender Import other Model Formats.]])  Instead import it into a newer version of '''Blender''' and then export as an "OBJ" format file.  At that point you can (in the same newer version of '''Blender''') just "'''Save As''' | '''Legacy Mesh Format'''" which outputs a legacy ".blend" file, as the mesh probably doesn't contain anything fancy that wouldn't export back to a ''legacy blend''.
 +
: Most have a lot of success in general when importing "OBJ" files so they tend to use that as an intermediary format.  But it isn't required when modding images from Gambryo games such as FNV and earlier.  Note that an "OBJ" file is a lot like a "text" or "CSV" file and does '''not''' include a ''UV Map''. You will need to generate a new one after importing before you can apply a texture.  (See  4th bullet point in [[#Tip-NoobBlender|TIP: New to Blender.]])
 +
: You should generally <Ctrl+A> (apply size and rotations) to everything before moving from '''Blender''''s default to another format, or rigging, or any big changes.  It doesn't always matter, but it's a good practice.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
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">This needs to be done BEFORE creating "collision" or the scaling and rotation will cause the collision to not export properly.</span>  You can avoid that type of ''scaling'' in the first place by ''scaling'' in '''edit mode''' rather than '''object mode'''.</div>
  
The material you set in the ''bhkRigidBody(T)'' overides any setting on the lower blocks. To get multiple "Havok Materials" with a single NIF, you have to nest multiple ''NiNodes'' and create a new ''bhkColisionBlock'' for each material you use.  Check to make sure that the ''Layer'' and ''Layer Copy'' entries in your ''bhkRigidBody(T)'' and the ''Layer'' setting inside ''Data Layers'' in your ''bhkNiTriStripShape'' all match.  Collision sequences are one of the few places in a ".NIF" file where the exact order is essential.
+
<span id="Tip-BlenderImport"></span>
 
+
====TIP Blender Import other Model Formats====
Don't forget that the "armature/skeleton" can have it's own HAV_MAT as well.
+
: Thanks to '''madmongo''' and '''user826''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
 
If you alter the mesh NIFs for your mod, you will have to include them in your package.  There are basically two ways of doing so:
 
* If the items are replacements for vanilla items and should affect all those items in game: place the modified meshes, keeping the original naming, in the "Data" loose folder reproducing exactly the original folder structure.  These will then override the ones in the vanilla BSA file when "ArchiveInvalidation" is toggled.  In that case, you shouldn't need to make any changes to your ESP/ESM files to have the new meshes active.
 
* If the items are specific to your mod and should coexist with vanilla items: place the modified meshes, with new names, in a folder structure specific to your mod.  You will then be creating new unique instances of the items using those meshes under that unique path and have to include them in your ESP/ESM files.
 
</div>
 
 
 
<span id="Tip-ObjectCollision"></span>
 
 
 
==== TIP Custom Object Collision ====
 
: Thanks to '''madmongo''' and '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
 
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">Sometimes (even though you added "collision" to an object) when you initially place it on a shelf or other surface with collision just fine, it seems to fall at least partially through the surface when the cell reloadsIf precisely aligning your object with the surface results in it sinking, try placing the object's Z-axis just slightly above the surface collision boundary and let it drop into collision with the surface.  However, this only works if the object is a "[http://geckwiki.com/index.php/Movable_Static Movable Static]" based upon "Havok Materials", whose weight gives them "gravity" physics. (See also [[#TIP: Collision Impact Sounds|TIP: Collision Impact Sounds]] and the GECK entry for [http://geckwiki.com/index.php/Object_palette Object Palette].)
+
">The import options for other formats (example: '''fbx''') or even newer version ".blend" format files into the FNV recommended version of '''Blender (v2.49b)''' are more limited in terms of results than with later versions of '''Blender'''It is solvable with an annoying two-step process, but by using a later version of '''Blender''' that has an import option for the model format in question you can export it from that version as an "OBJ" file, then read the "OBJ" into '''v2.49b''', which can then export it as a "NIF" file.  However, it is worth noting that the NIF tools will fail in all kinds of ways if the model is too complex, so that may be an issue no matter how you do it.
  
Part of the issue can be in how you created the collision mesh. For simple objects, just copy the mesh for your custom object from the vanilla object mesh. However, that doesn't work so well for complex objects with a complex collision mesh. It's preferable to use a simple box collision (which can be created in '''Nifskope''' instead of your "mesh editor").  For "havoked" or "grabable" objects: primative collision (sphere, box, or capsule) are preferable to avoid engine problems.
+
Some have found that with a three-step process of, after importing the "OBJ" file into '''v2.49b''', they then export it as a '''.3DS''' format file, and then re-import the '''.3DS''' file into '''v2.49b''' before then exporting it as a "NIF" file, they get a better result.
 
</div>
 
</div>
  
=== Conversions ===
+
=== Collision ===
 
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
 
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
* [http://forums.nexusmods.com/index.php?/topic/250761-converting-fo3-mod-for-fnv/ Converting FO3 Mod for FNV] Thread.
+
* [http://www.nexusmods.com/oblivion/mods/19739/? Blender Video Tutorial - Convex Collision] Video.
* [http://taleoftwowastelands.com/content/fnv-edit-series-converting-fo3-mods Converting F03 mods to TTW & FNV] Wiki.
+
* [http://youtu.be/sADeZhuv748 Fallout to Blender and back: Collision Meshes - Part 1] Video.
* [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ New Clothing Body Style Converter] Tool, behind a "gated" "Adult (18+) Only site".
+
* [http://www.youtube.com/watch?v=56LwyhJ4u5Q Fallout to Blender and back: Collision Meshes - Part 2] Video.
* [http://www.youtube.com/watch?v=NPKrwES9Cb4 FNVEdit Creating compatibility patches for "Brumbeks Inventory Sorting" (BIS) by JaHn3tiC] Video.
+
* [http://youtu.be/AD4uywa1-pE GECK: Collision creation in Blender] Video.
* [http://www.youtube.com/watch?v=z61u0bQUmgM FNVEdit Making a Feature (Basic Compatibility) Patch by Roy Batty] Video.
 
* [http://www.nexusmods.com/newvegas/mods/38413/? FNVEdit Training Manual] PDF. Generally applies to all 'xEdit' versions for other games.  Chapter 7 is on converting FO3 mods to FNV.
 
* [http://www.grammarly.com/ Grammarly] pretty well regarded grammar checker, with free versions of their plugins for browsers.
 
* [http://www.nexusmods.com/newvegas/mods/62261/? How to make a Custom Race] PDF.
 
* [http://tone-analyzer-demo.mybluemix.net/ Tone Analyzer] uses linguistic analysis to detect three types of tones from written text: emotions, social tendencies, and writing style. Users can use the online Tone Analyzer service to analyze conversations and communications.
 
: Tools behind a "gated" "Adult (18+) Only site" in their "modder resources" section.
 
:* [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ New Clothing Body Style Converter] Tool
 
:* [http://www.loverslab.com/topic/37660-clothing-converter-lattice-library-share-your-clothing-converter-lattices/ Clothing Converter Lattice Library] Resource.
 
  
<span id="Tip-MeshConversion"></span>
+
<span id="Tip-CollisionSounds"></span>
====TIP Converting meshes====
+
====TIP Collision Impact Sounds====
: Thanks to '''madmongo''' and '''MA48A5''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
+
: Thanks to '''pixelhate''' and '''miguick''' of the Nexus Fallout "Mod Talk" forum for the basis of the following:  
 
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">Other games has meshes you would like to use; either vanilla or from modsWhich game is better to get a mesh from? Quality wise, and which game is easiest to convert said mesh to '''FNV'''?  '''Oblivion''', '''Skyrim''', or '''Skyrim Special Edition'''?
+
">In FO3 or FNV the impact sound of one material upon another (e.g. a shell casing falling upon the ground, a footstep on a wooden stair, etc.) is referenced in the collision object as "HAV_MAT" (Havok Material).  But it doesn't handle the sound only; it combines it with the particles emitted when hit or shot as well as the decals associated"Havok Material" will decide: The impact sound, the decal, the particle effect on impact, the sound when walking over a surface, and the colliding sound upon dropping, kicking, or grabbing an object.  These are hard coded in the game engine and cannot be changed as far as we know.  What the actor is wearing does not affect this; only the action being taken.
  
If this is for your own personal use, there's no issue. If this is for a mod that you plan on releasing on the '''Nexus''' (or anywhere else), then you can't use assets from other games (period)They are copyright protected against "distribution" without permissionNot even from other Bethesda games in the same series like '''Fallout'''.  (The exception is if the resources are already included in the "destination" game's files even though not used.)
+
However, there is an INI file setting under "[Audio]":
 +
<pre>
 +
fPlayerFootVolume=x
 +
</pre>
 +
which has a "x" float type value of "0.65" by defaultSetting "x" to "0" will make your footsteps totally silentYou can alter it in scripts using '''NVSE''''s ''SetNumericINISetting'' command, as in:
 +
<pre>
 +
SetNumericINISetting "fPlayerFootVolume:Audio" x
 +
</pre>
  
You can only use assets from other mods if the mod author gives you explicit permission to do so (e.g. "this is a modder's resource").
+
Modders have found 96 "Havok Materials" which are combinations of different things mentioned before.  32 of them are the most commonly used by the game. Bear in mind that the names in the drop down list don't reflect the effect at all and can be misleading; so some experimentation may be called for to achieve the desired sound.
  
That said, the game engine for '''Oblivion''' is fairly close to the game engine for '''FO3/FNV'''. They changed quite a bit for '''Skyrim'''. In any event, the skeletons for the player and for NPCs is different for any of the TES games. If you are porting over armor or clothing, you'll need to unparent the mesh from its original armature and reparent the mesh to the '''FNV''' skeleton, and of course reassign all of the bone weights as you'd expect from doing that sort of thing.
+
There's a drop down list in '''NifSkope''' or your preferred texture editor from which you can choose the most fitting one.
  
Statics don't have a skeleton so those will port much more easily.
+
In '''NifSkope:''' open the "Block" list window, select the ''BHKCollisionObject'', expand and look into each of the ''Nodes'' in the "Block Details" window.
  
Some things just won't port.  '''Skyrim Special Edition''', being 64-bit, is about impossible to convert to a 32-bit game.<span style="color: orange; background-color:#424242;">[[#Tip-MeshConversionFootnote1|(See also Footnote [1]]])</span>  So that leaves '''Skyrim''' and '''Oblivion'''.  '''Skyrim''' armor that uses ''wings'' for example won't ever animate properly in '''FNV''' no matter what you do, because the '''FNV''' skeleton doesn't include ''wings''. To make them work, you'd have to not only create a new skeleton/armature, but you'd also have to create a whole bunch of animations to go with the new skeleton. Otherwise, the best you can do is have ''static wings'', which will look a bit funny.  (There is one armature with support for '''''moving wings''''' by '''Deedes''' (2014) on Nexus with versions for [http://www.nexusmods.com/fallout3/mods/20620 FO3: The Skeleton] and [http://www.nexusmods.com/newvegas/mods/56657 FNV: The Skeleton].  You would have to re-parent the mesh to that armature.
+
Depending on the type and structure of the Collision, you should find one or two places where HAV_MAT is noted: double click on it to access the drop down list.
  
The [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ New Clothing Body Style Converter] Tool, behind a "gated" "Adult (18+) Only site" in their "modder resources" section, is designed to facilitate converting "armor" and "clothing" between different body typesHowever, it is still in "Beta" status since 2014, but does work with upper/lower body meshes and CBBE bodiesNote you will need either an existing [http://www.loverslab.com/topic/37660-clothing-converter-lattice-library-share-your-clothing-converter-lattices/ Clothing Converter Lattice Library] or to make one yourself.
+
The material you set in the ''bhkRigidBody(T)'' overides any setting on the lower blocks. To get multiple "Havok Materials" with a single NIF, you have to nest multiple ''NiNodes'' and create a new ''bhkColisionBlock'' for each material you useCheck to make sure that the ''Layer'' and ''Layer Copy'' entries in your ''bhkRigidBody(T)'' and the ''Layer'' setting inside ''Data Layers'' in your ''bhkNiTriStripShape'' all matchCollision sequences are one of the few places in a ".NIF" file where the exact order is essential.
  
'''Skyrim''', being a newer game, has more detailed meshes in general, and mod authors have generally followed suit and have created similarly more detailed custom meshes. While this does make for higher quality 3d models, you can run into difficulty if you use a lot of higher quality models and textures in '''FNV''' since it's an older 32-bit game and it will only use 2 GB of memory by default. You can double that to 4 GB if you install the 4 GB patch, but that's as far as you can take it.  (32-bits can't address any more than 4GB.) Your PC may have gobs more memory than that, but '''FNV''' won't use it. So it's very easy to run the game out of memory if you use high resolution textures and high quality models.
+
Don't forget that the "armature/skeleton" can have it's own HAV_MAT as well.
  
The recommendation is almost never use any textures larger than 1024 x 1024 pixels for '''FNV''' unless it absolutely needs a higher resolution due to the nature of the 3D model, just because of the memory issueAlso try to keep the triangle count (vertices) as low as possible. If you use a lot of 4096 x 4096 textures, your game will look prettier, but it's also going to crash a lot more often.  (A 4096 x 4096 pixel image with 16 bit color resolution is 32 MB of data. If your screen is displaying 100 different models with textures that size, that's 3.2 GB of data just for the textures. Since a 32 bit program can only handle 4 GB of data, you can see how trying to display a lot of high resolution models is going to run the game out of memory very quickly.) The texture caching system in '''FNV''' seems to leak memory. The more you stress it, the sooner it will run the game out of memory and crash.
+
If you alter the mesh NIFs for your mod, you will have to include them in your package.  There are basically two ways of doing so:
 +
* If the items are replacements for vanilla items and should affect all those items in game: place the modified meshes, keeping the original naming, in the "Data" loose folder reproducing exactly the original folder structureThese will then override the ones in the vanilla BSA file when "ArchiveInvalidation" is toggled. In that case, you shouldn't need to make any changes to your ESP/ESM files to have the new meshes active.
 +
* If the items are specific to your mod and should coexist with vanilla items: place the modified meshes, with new names, in a folder structure specific to your mod. You will then be creating new unique instances of the items using those meshes under that unique path and have to include them in your ESP/ESM files.
 +
</div>
  
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">
 
<span style="color: orange; background-color:#424242;" id="Tip-MeshConversionFootnote1">Footnote [1]:</span> This statement deserves some clarification.
 
  
A lot of people seem to think that anything made with a 64 bit program can't be compatible with stuff made by a 32 bit program. That's not true. What matters is the data format that the programs use. If the format is the same, then the data will work for both the 32 and 64 bit programs. There's nothing special about the data created by a 64 bit program. It's just data.  The key is in the format.
+
==== TIP Custom Object Collision ====
 
+
: Thanks to '''madmongo''' and '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
32 bit programs can't access more than 4 GB of memory. This is because 2 to the 32nd power is 4 GB, so if all you have is 32 bits available to specify a memory location, it has to be in the lower 4 GB of memory. This is why FO3 and FNV will never use more than 4 GB of memory (2 GB without the "4 GB patch") no matter what. The programs just aren't capable of accessing any more memory than that.
 
 
 
'''Skyrim SE''' is basically a 64 bit port of '''Skyrim''' using the updated '''Creation Engine''' that they developed for '''Fallout 4 (FO4)'''. For porting objects from one game to another, we don't really care about that. What we care about is whether the NIF file format changed between '''Skyrim''' and '''Skyrim SE'''. There are plenty of programs which come in 32 and 64 bit versions, and both use the same '''data format''' to store their data '''''if you select it''''', so you can use either the 32 bit or the 64 bit version.
 
 
 
For '''Skyrim SE''' though, they were playing around with the '''Creation Engine''' for '''FO4''' development, and they made changes to the NIF format for '''FO4'''. It's not known how many of those changes (if any) were made to the NIF format for '''Skyrim SE''', but if you can't easily import meshes from '''Skyrim SE''' into '''Blender''' (for example), it's because the tool set hasn't been updated to handle the data format difference. It's a data format difference, not a 32 vs 64 bit difference.
 
</div>
 
</div>
 
 
 
<span id="Tip-PluginCopy"></span>
 
====TIP Copying between plugins====
 
 
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">
+
">Sometimes (even though you added "collision" to an object) when you initially place it on a shelf or other surface with collision just fine, it seems to fall at least partially through the surface when the cell reloads. If precisely aligning your object with the surface results in it sinking, try placing the object's Z-axis just slightly above the surface collision boundary and let it drop into collision with the surface. However, this only works if the object is a "[http://geckwiki.com/index.php/Movable_Static Movable Static]" based upon "Havok Materials", whose weight gives them "gravity" physics.  (See also [[#TIP: Collision Impact Sounds|TIP: Collision Impact Sounds]] and the GECK entry for [http://geckwiki.com/index.php/Object_palette Object Palette].)
* The Trick is to make an ESP first, only dependent on the main master file.   Save and close it.
+
 
: Best way to make a new ESP file is to drop something in the "Render" window, then save and name the file. So loading a cell first is neededSuggest Wasteland cell / Good SpringsYou can of course delete that cell later if it's not needed for your purposes.
+
Part of the issue can be in how you created the collision meshFor simple objects, just copy the mesh for your custom object from the vanilla object meshHowever, that doesn't work so well for complex objects with a complex collision mesh. It's preferable to use a simple box collision (which can be created in '''Nifskope''' instead of your "mesh editor"). For "havoked" or "grabable" objects: primative collision (sphere, box, or capsule) are preferable to avoid engine problems.
* Then open the GECK adding the other files from which you want to use assets, with your new .ESP as the "active file".</div>
+
</div>
  
=== Creature Creation ===
+
=== Conversions ===
 
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
 
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
 +
* [http://forums.nexusmods.com/index.php?/topic/250761-converting-fo3-mod-for-fnv/ Converting FO3 Mod for FNV] Thread.
 +
* [http://taleoftwowastelands.com/content/fnv-edit-series-converting-fo3-mods Converting F03 mods to TTW & FNV] Wiki.
 +
* [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ New Clothing Body Style Converter] Tool, behind a "gated" "Adult (18+) Only site".
 +
* [http://www.youtube.com/watch?v=NPKrwES9Cb4 FNVEdit Creating compatibility patches for "Brumbeks Inventory Sorting" (BIS) by JaHn3tiC] Video.
 +
* [http://www.youtube.com/watch?v=z61u0bQUmgM FNVEdit Making a Feature (Basic Compatibility) Patch by Roy Batty] Video.
 +
* [http://www.nexusmods.com/newvegas/mods/38413/? FNVEdit Training Manual] PDF. Generally applies to all 'xEdit' versions for other games.  Chapter 7 is on converting FO3 mods to FNV.
 +
* [http://www.grammarly.com/ Grammarly] pretty well regarded grammar checker, with free versions of their plugins for browsers.
 +
* [http://www.nexusmods.com/newvegas/mods/62261/? How to make a Custom Race] PDF.
 +
* [http://tone-analyzer-demo.mybluemix.net/ Tone Analyzer] uses linguistic analysis to detect three types of tones from written text: emotions, social tendencies, and writing style. Users can use the online Tone Analyzer service to analyze conversations and communications.
 +
: Tools behind a "gated" "Adult (18+) Only site" in their "modder resources" section.
 +
:* [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ New Clothing Body Style Converter] Tool
 +
:* [http://www.loverslab.com/topic/37660-clothing-converter-lattice-library-share-your-clothing-converter-lattices/ Clothing Converter Lattice Library] Resource.
  
The process of creating a "creature" is essentially the same as creating a "NPC Companion", but without the "companion wheel".
+
<span id="Tip-MeshConversion"></span>
 
+
====TIP Converting meshes====
* [http://www.nexusmods.com/fallout3/mods/6306/? Adding a custom creature to Fallout 3 Tutorial by Ominus] PDF.  Very Basic.
+
: Thanks to '''madmongo''' and '''MA48A5''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
* [http://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_NPC_population Bethsoft Tutorial NPC population] HTML.  Covers the basic placement of leveled lists for enemy spawning and the use of generic patrol and sandbox package behaviors.
 
* [http://www.nexusmods.com/newvegas/mods/60497/? Bringing Life to the Mojave by Mindboggles] PDF.
 
* [http://www.youtube.com/watch?v=8YVZ0FoXXcc GECK Tutorial - Creature/NPC Companion by Seddon4494] Video.
 
* [http://www.youtube.com/watch?v=JIHh6-4k_q4 GECK Tutorial: Custom Creature Part 1 (of 4) by gerokeymaster] Video.
 
 
 
<span id="Tip-EmbeddedWeapon"></span>
 
====TIP Locate Embedded Creature Weapon====
 
: Thanks to '''uhmattbravo''' of the Nexus FalloutNV 'New Vegas GECK and Modders' sub-forum for the following:
 
 
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">
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">Other games has meshes you would like to use; either vanilla or from mods.  Which game is better to get a mesh from? Quality wise, and which game is easiest to convert said mesh to '''FNV'''?  '''Oblivion''', '''Skyrim''', or '''Skyrim Special Edition'''?
* If you're using an existing creature, the quickest way to locate an embedded weapon would be to look at one of it's existing weapons in '''GECK'''.
 
* If it came from a resource, and doesn't have any existing weapons, open the skeleton in '''Nifskope''' and look at the end of bones where it would be logical to fire from. Typically it's named projectile node or something similar, but it's also one of the few (if not only) bones that doesn't start with ''bip01''.
 
</div>
 
  
=== Custom NPCs ===
+
If this is for your own personal use, there's no issue. If this is for a mod that you plan on releasing on the '''Nexus''' (or anywhere else), then you can't use assets from other games (period)They are copyright protected against "distribution" without permission.  Not even from other Bethesda games in the same series like '''Fallout'''.  (The exception is if the resources are already included in the "destination" game's files even though not used.)
Other sections have relevant information to this subjectThe following "Tips" in particular are applicable.
 
* See the [[#Dialogue & Lip-synch|Dialogue & Lip-synch]] section regarding scripting "Dialogue" and "Conversations".
 
:* [[#Tip-GenericDialog | TIP: Adding Generic Dialog.]]
 
:* [[#Tip-Translators|TIP: Conversation/Quest system.]]
 
:* [[#Tip-OCE|TIP: Obsidian Conversation Editor (OCE).]]
 
:* [[#TIP-RandomNPCcomments|Tip: Random NPC Comments.]]
 
:* [[#Tip-DialogTabs|TIP: Standard Dialog.]]
 
  
* See the [[#Scripting|Scripting]] section regarding:
+
You can only use assets from other mods if the mod author gives you explicit permission to do so (e.g. "this is a modder's resource").
:* types of scripts: Objects, Quests, and "Base Effects".
 
:* [[#TIP-EditorIDNames|'''TIP: Do not begin Editor-IDs with numbers.''']]
 
:* [[#Tip-CompoundConditionals|TIP: Debugging Compound Conditionals.]]
 
:* [[#Tip-Debugging|TIP: Debugging data to file.]]
 
:* [[#Tip-EventHandler|TIP: Don't overlook EventHandlers.]]
 
:* [[#Tip-Encapsulation|TIP: Encapsulation - Parens, Brackets, and Braces.]]
 
:* [[#Tip-FunctionParameters|TIP: Function parameter separation with commas.]]
 
:* [[#Tip-ParsingLines|TIP: GECK parses the entire line before evaluating.]]
 
:* [[#Tip-NPCWpnChoice|TIP: NPC Weapon Choice.]]
 
:* [[#TIP-MsgVariable|TIP: Pass a variable number into a script message.]]
 
:* [[#Tip-Notes|TIP: Passing a 'Note' to the player.]]
 
:* [[#Tip-Recipes|TIP: Passing a 'Recipe' to the player.]]
 
  
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]<br>
+
That said, the game engine for '''Oblivion''' is fairly close to the game engine for '''FO3/FNV'''. They changed quite a bit for '''Skyrim'''. In any event, the skeletons for the player and for NPCs is different for any of the TES games. If you are porting over armor or clothing, you'll need to unparent the mesh from its original armature and reparent the mesh to the '''FNV''' skeleton, and of course reassign all of the bone weights as you'd expect from doing that sort of thing.
  
"All '''Companions''' are ''NPCs'', but not all ''NPCs'' are '''Companions'''."  Both are discussed in this section, but please note and bear in mind the distinction when used.
+
Statics don't have a skeleton so those will port much more easily.
  
* [http://www.nexusmods.com/newvegas/mods/45278/? Advanced Companion creation guide with Companion Wheel] HTML. (Most recommended.)
+
Some things just won't port. '''Skyrim Special Edition''', being 64-bit, is about impossible to convert to a 32-bit game.<span style="color: orange; background-color:#424242;">[[#Tip-MeshConversionFootnote1|(See also Footnote [1]]])</span>  So that leaves '''Skyrim''' and '''Oblivion'''.  '''Skyrim''' armor that uses ''wings'' for example won't ever animate properly in '''FNV''' no matter what you do, because the '''FNV''' skeleton doesn't include ''wings''. To make them work, you'd have to not only create a new skeleton/armature, but you'd also have to create a whole bunch of animations to go with the new skeleton. Otherwise, the best you can do is have ''static wings'', which will look a bit funny. (There is one armature with support for '''''moving wings''''' by '''Deedes''' (2014) on Nexus with versions for [http://www.nexusmods.com/fallout3/mods/20620 FO3: The Skeleton] and [http://www.nexusmods.com/newvegas/mods/56657 FNV: The Skeleton].  You would have to re-parent the mesh to that armature.
* [http://www.nexusmods.com/fallout3/mods/5506 CMF Companion Tutorial] RTF by '''Darkfirebird CMF'''.
 
* [http://forums.nexusmods.com/index.php?/topic/900821-fnv-companion-tutorial/ FNV Companion Tutorial] Forum Thread by '''trilioth'''.
 
* [http://geckwiki.com/index.php/Adding_items_to_vendors GECK: Adding items to vendors] Wiki tutorial.
 
* [http://www.youtube.com/playlist?list=PLo2FGzSVbkcPedlm9zZ981YvUy7DoSQew GECK: Companion Tutorial playlist by cgy95] Video series.
 
* [http://geck.technodeep.net/index.php/Creating_a_new_vendor GECK: Creating a new vendor] Wiki tutorial.
 
* [http://www.youtube.com/watch?v=O9wnoZ7tKro GECK: Creating an NPC] Video.
 
* [http://www.youtube.com/watch?v=NuFepoBHptk GECK: Custom NPC and Dialog] Video.
 
* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread.
 
* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM'''.
 
* [http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: Quick 'n' Dirty Merchant] PDF.
 
* [http://www.nexusmods.com/newvegas/mods/38059/? NCCS - NosCo Companion System] ModReady-made basic, customizable companions without the "companion wheel" (available as a plugin). The "companion scripts" make useful examples.  There's a guide that comes with it; it's really a case of loading it up in the GECK, duplicating one of the NCCS NPCs, switching it to one of the premade scripts and dumping it in game. Ta-da: the basic companion is done and then all you have to do is customise it.
 
* [http://www.nexusmods.com/newvegas/mods/41652/? Rivens Tattoo Flash Sheets] Resource. (Copy-and-paste tattoos.)
 
* [http://www.nexusmods.com/newvegas/mods/62261 Tutorial: How to Make a Custom Race] PDF by '''jim_uk'''.
 
* [http://www.nexusmods.com/newvegas/mods/43286 Tutorial: Creating a custom PC Race] RTF by '''MagicThize'''.
 
* [http://www.nexusmods.com/newvegas/mods/62328 Tutorial: How to Make a Freakish Custom Race (Tutorial)] PDFs by '''lazyradly, beardofsocrates, and FancyPants'''Details on how to create ".EGMs", ".EGTs", proper NIFs, etc.
 
  
<span id="Tip-ActorHeight"></span>
+
The [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ New Clothing Body Style Converter] Tool, behind a "gated" "Adult (18+) Only site" in their "modder resources" section, is designed to facilitate converting "armor" and "clothing" between different body types. However, it is still in "Beta" status since 2014, but does work with upper/lower body meshes and CBBE bodiesNote you will need either an existing [http://www.loverslab.com/topic/37660-clothing-converter-lattice-library-share-your-clothing-converter-lattices/ Clothing Converter Lattice Library] or to make one yourself.
==== TIP Actor height in GECK ====
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
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">If you want to make an Actor taller or shorter in the '''GECK''', just modify their '''Height''' on the ''Traits'' tab. It's a little confusing because most Actors have a value of "0.00" for height, which just means ''use the default'': "0.00" is the same as setting the height to "1.00" (told you it's confusing). If you set it to something other than zero, then it's a percentage scale factor. In other words, if you set the height to "0.95" then they'll be "95 percent" as tall as the default, or about 5 percent shorterSetting the height to "1.05" would make them 5 percent taller (105 percent of normal height).
 
  
'''Body meshes''' can just be copied from '''FO3''' to '''FNV''' (and vice-versa, but that's illegal "porting": so, personal use only). The skeleton is the same. The only thing that is different between the two games as far as body parts are concerned is "hair" and "hats", which end up rotated by 90 degrees between the two games. You can fix that in '''NifSkope''' by just rotating the part by 90 degrees. (See [[#TIP:_Head_Parts_Rotated|TIP: Head Parts Rotated]] under the "Custom Items" section.)  You don't need to re-parent meshes to armatures and that sort of thing.
+
'''Skyrim''', being a newer game, has more detailed meshes in general, and mod authors have generally followed suit and have created similarly more detailed custom meshes. While this does make for higher quality 3d models, you can run into difficulty if you use a lot of higher quality models and textures in '''FNV''' since it's an older 32-bit game and it will only use 2 GB of memory by default. You can double that to 4 GB if you install the 4 GB patch, but that's as far as you can take it. (32-bits can't address any more than 4GB.) Your PC may have gobs more memory than that, but '''FNV''' won't use it. So it's very easy to run the game out of memory if you use high resolution textures and high quality models.
  
If you want your Actor to be about a foot shorter, that's about 84 percent at the default height of about 6 feet, so set their height to "0.84".
+
The recommendation is almost never use any textures larger than 1024 x 1024 pixels for '''FNV''' unless it absolutely needs a higher resolution due to the nature of the 3D model, just because of the memory issue.  Also try to keep the triangle count (vertices) as low as possible. If you use a lot of 4096 x 4096 textures, your game will look prettier, but it's also going to crash a lot more often.  (A 4096 x 4096 pixel image with 16 bit color resolution is 32 MB of data. If your screen is displaying 100 different models with textures that size, that's 3.2 GB of data just for the textures. Since a 32 bit program can only handle 4 GB of data, you can see how trying to display a lot of high resolution models is going to run the game out of memory very quickly.) The texture caching system in '''FNV''' seems to leak memory. The more you stress it, the sooner it will run the game out of memory and crash.
</div>
 
  
<span id="TIP-AIPackageBasics"></span>
+
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==== TIP AI Package Basics ====
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">You need to understand the difference between an [http://geckwiki.com/index.php?title=GetCurrentAIPackage AIPackage] and an [http://geckwiki.com/index.php?title=GetCurrentAIProcedure AIProcedure].  Also, check out the [http://geckwiki.com/index.php?title=Category:AI_Functions Category:AI Functions] to understand the less obvious things you can do with them.  (Take the time to read the linked wiki pages.)
+
">
 +
<span style="color: orange; background-color:#424242;" id="Tip-MeshConversionFootnote1">Footnote [1]:</span> This statement deserves some clarification.
  
First you have to chose the correct type of [http://geckwiki.com/index.php?title=Category:Packages Package] to use; investigating how each is intended to be used and actually functions in practice for your purposes.  Remember: only one '''Package''' will run on any given Actor at a time; but that package can have several '''Procedures''' within it to deal with different circumstances. While there is overlap between the two, note that '''Procedures''' is a longer list.  Don't get ahead of yourself: work on and refine each '''Procedure''' by itself before you attempt to combine them into a comprehensive '''Package'''.  (You will use "condition flags" to control which gets used when.  More on this later.)
+
A lot of people seem to think that anything made with a 64 bit program can't be compatible with stuff made by a 32 bit program. That's not true. What matters is the data format that the programs use. If the format is the same, then the data will work for both the 32 and 64 bit programs. There's nothing special about the data created by a 64 bit program. It's just dataThe key is in the format.
  
For example: "Stalking" would be a '''Procedure''' that is more than just a simple "follower" script because you want the Actor to try to remain unnoticed. For one thing, you might want to use an "Escort" or "Guard" base package instead of "Follow". "Sneaking" is inherently slower than normal movement, but NPCs "cheat" by "teleporting" when they get too far away from the target they are following.  (You  might not have noticed this unless you checked on companions behind yourself frequently in rough terrain.) But you might find you need to shift in and out of "sneak" mode. Various '''Target Followers''' may affect what you need for the effective trailing distance to avoid having aggressive ones attacking your "stalker".
+
32 bit programs can't access more than 4 GB of memory. This is because 2 to the 32nd power is 4 GB, so if all you have is 32 bits available to specify a memory location, it has to be in the lower 4 GB of memory. This is why FO3 and FNV will never use more than 4 GB of memory (2 GB without the "4 GB patch") no matter what. The programs just aren't capable of accessing any more memory than that.
  
Once you get that functional, you might want a "flee" '''Procedure''' that will keep that Actor at a proper distance from the '''Target''' without losing track of them so it can resume "following". A "special case" to test is if your "stalker" is fleeing while the '''Target''' changes cells. In which case, what are you going to have your "stalker" do to "pick up the scent" of their '''Target''' again?
+
'''Skyrim SE''' is basically a 64 bit port of '''Skyrim''' using the updated '''Creation Engine''' that they developed for '''Fallout 4 (FO4)'''. For porting objects from one game to another, we don't really care about that. What we care about is whether the NIF file format changed between '''Skyrim''' and '''Skyrim SE'''. There are plenty of programs which come in 32 and 64 bit versions, and both use the same '''data format''' to store their data '''''if you select it''''', so you can use either the 32 bit or the 64 bit version.
  
When the Actor gets far enough from the '''Target''', they then might need a '''Procedure''' to find somewhere to "hide" (break line-of-sight from the '''Target'''), wait a reasonable amount of time for any followers to stop "searching for enemies", and then resume the "Follow" / "Stalk" AI procedure.
+
For '''Skyrim SE''' though, they were playing around with the '''Creation Engine''' for '''FO4''' development, and they made changes to the NIF format for '''FO4'''. It's not known how many of those changes (if any) were made to the NIF format for '''Skyrim SE''', but if you can't easily import meshes from '''Skyrim SE''' into '''Blender''' (for example), it's because the tool set hasn't been updated to handle the data format difference. It's a data format difference, not a 32 vs 64 bit difference.
 +
</div>
 +
</div>
  
AI packages are in a [http://geckwiki.com/index.php?title=AI_Packages_Tab priority list] of "conditions".  ("Conditions" are just variables, often called "flags", you define and set to control things.  A common use is a "do once" variable in a "quest" script. You are going to need to "set" and "clear" a number of them for this to indicate when to use only one procedure or package at a time.)  The first package that meets all of it's conditions as "true" then is used. While the [http://geckwiki.com/index.php?title=AddScriptPackage AddScriptPackage] and [http://geckwiki.com/index.php?title=RemoveScriptPackage RemoveScriptPackage] functions might seem appropriate to generally use, they have major limitations.  (See [[#TIP_Using_AI_Packages|TIP Using AI Packages]] and the linked description for more details on this.) Just adding a package does not place the package within the [http://geckwiki.com/index.php?title=AI_Packages_Tab priority list]; instead it overrides the list for immediate implementation but goes away once completed and won't matter after that as it's conditions are never evaluated after that point.  Typically you will want to place your package in the [https://geckwiki.com/index.php?title=AI_Packages_Tab AI Packages Tab] list of packages for your "stalker" Actor, set the appropriate "conditional flag variables", and use the "Evaluate Package" (EVP) function to cause the list to be processed again to determine which is now the "first true" package.  Note that you do not use EVP with '''AddScriptPackage'''. That function performs the equivalent immediately when called.  
+
<span id="Tip-PluginCopy"></span>
 +
====TIP Copying between plugins====
 +
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">
 +
* The Trick is to make an ESP first, only dependent on the main master file.   Save and close it.
 +
: Best way to make a new ESP file is to drop something in the "Render" window, then save and name the fileSo loading a cell first is needed. Suggest Wasteland cell / Good Springs. You can of course delete that cell later if it's not needed for your purposes.
 +
* Then open the GECK adding the other files from which you want to use assets, with your new .ESP as the "active file".</div>
  
Each '''Package''' needs to consider that it may encounter conditions that require another '''Package''' or '''Procedure''' to take precedence and execute.  You do not simply "resume" an AI package where you left off.  It starts over whatever the current situation is when it gets invoked.  That could be in a completely different cell than where it left off.  This is why it is important to keep your "condition flags" current and updated as things change.
+
=== Creature Creation ===
 +
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
  
See also:
+
The process of creating a "creature" is essentially the same as creating a "NPC Companion", but without the "companion wheel".
* [[#TIP_AI_Packages_and_Distance|TIP AI Packages and Distance]]
 
* [[#TIP_Making_NPCs_move_aka_AI_Packages|TIP Making NPCs move aka AI Packages]]
 
</div>
 
  
<span id="Tip-GetDistance"></span>
+
* [http://www.nexusmods.com/fallout3/mods/6306/? Adding a custom creature to Fallout 3 Tutorial by Ominus] PDF.  Very Basic.
 +
* [http://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_NPC_population Bethsoft Tutorial NPC population] HTML.  Covers the basic placement of leveled lists for enemy spawning and the use of generic patrol and sandbox package behaviors.
 +
* [http://www.nexusmods.com/newvegas/mods/60497/? Bringing Life to the Mojave by Mindboggles] PDF.
 +
* [http://www.youtube.com/watch?v=8YVZ0FoXXcc GECK Tutorial - Creature/NPC Companion by Seddon4494] Video.
 +
* [http://www.youtube.com/watch?v=JIHh6-4k_q4 GECK Tutorial: Custom Creature Part 1 (of 4) by gerokeymaster] Video.
  
====TIP AI Packages and Distance====
+
<span id="Tip-EmbeddedWeapon"></span>
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
+
====TIP Locate Embedded Creature Weapon====
 +
: Thanks to '''uhmattbravo''' of the Nexus FalloutNV 'New Vegas GECK and Modders' sub-forum for the following:
 
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">Supposing you want your character to meet up with an NPC at some X-Marker location, but they aren't there when you "fast travel" to that location?  You need to "teleport" them ,but you don't want to just make them "vanish".  Here is one way to handle it.
+
">
 +
* If you're using an existing creature, the quickest way to locate an embedded weapon would be to look at one of it's existing weapons in '''GECK'''.
 +
* If it came from a resource, and doesn't have any existing weapons, open the skeleton in '''Nifskope''' and look at the end of bones where it would be logical to fire from. Typically it's named projectile node or something similar, but it's also one of the few (if not only) bones that doesn't start with ''bip01''.
 +
</div>
  
In the "Dialog Result Script" where you make the NPC start using your "AI Package" to send them to that location, also start a "quest script" (e.g. "ThisQuestName"). This quest should have a processing delay of perhaps one second, and then check for the player to be a certain distance away from the NPC, and for the NPC to not be in the player's view ("Line of Sight": LoS). Once it's found that both requirements are satisfied, the NPC is teleported to the marker and the quest was ended. The quest is set to be stopped on proper completion of the AI package as well, in case it's still running.
+
=== Custom NPCs ===
 +
Other sections have relevant information to this subject.  The following "Tips" in particular are applicable.
 +
* See the [[#Dialogue & Lip-synch|Dialogue & Lip-synch]] section regarding scripting "Dialogue" and "Conversations".
 +
:* [[#Tip-GenericDialog | TIP: Adding Generic Dialog.]]
 +
:* [[#Tip-Translators|TIP: Conversation/Quest system.]]
 +
:* [[#Tip-OCE|TIP: Obsidian Conversation Editor (OCE).]]
 +
:* [[#TIP-RandomNPCcomments|Tip: Random NPC Comments.]]
 +
:* [[#Tip-DialogTabs|TIP: Standard Dialog.]]
  
The example script below uses the '''JIP LN NVSE''' function ''GetDistance2D'', but it will work fine with the vanilla ''GetDistance'' function as well.
+
* See the [[#Scripting|Scripting]] section regarding:
<pre>
+
:* types of scripts: Objects, Quests, and "Base Effects".
Begin GameMode
+
:* [[#TIP-EditorIDNames|'''TIP: Do not begin Editor-IDs with numbers.''']]
    ; separation of player and NPC check
+
:* [[#Tip-CompoundConditionals|TIP: Debugging Compound Conditionals.]]
    If player.GetDistance2D refNPC >= 2048
+
:* [[#Tip-Debugging|TIP: Debugging data to file.]]
        If player.GetLOS refNPC == 0
+
:* [[#Tip-EventHandler|TIP: Don't overlook EventHandlers.]]
            refNPC.moveto refMarker
+
:* [[#Tip-Encapsulation|TIP: Encapsulation - Parens, Brackets, and Braces.]]
            ; maybe remove their AI package or add another one or whatever here?  maybe EVP?
+
:* [[#Tip-FunctionParameters|TIP: Function parameter separation with commas.]]
            StopQuest ThisQuestName
+
:* [[#Tip-ParsingLines|TIP: GECK parses the entire line before evaluating.]]
        EndIf
+
:* [[#Tip-NPCWpnChoice|TIP: NPC Weapon Choice.]]
    EndIf
+
:* [[#TIP-MsgVariable|TIP: Pass a variable number into a script message.]]
End
+
:* [[#Tip-Notes|TIP: Passing a 'Note' to the player.]]
 +
:* [[#Tip-Recipes|TIP: Passing a 'Recipe' to the player.]]
  
Begin GameMode
+
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]<br>
    ; NPC near X-Marker check
 
    if refNPC.GetDistance2D refMarker <= 64
 
        StopQuest ThisQuestName
 
    endif
 
End</pre>
 
''GetLOS'' isn't always reliable, so in some situations it may be preferred just to increase the distance; maybe use ''GetDistance3D''.  ''GetLOS'' has returned "true" when the NPC or object was at the very edge of the player's camera, and has not realized the player couldn't see the NPC.  These both require an extreme circumstance, and most of the time it works fine; but it's best to test each situation.
 
</div>
 
  
<span id="Tip-NPCPreview"></span>
+
"All '''Companions''' are ''NPCs'', but not all ''NPCs'' are '''Companions'''."  Both are discussed in this section, but please note and bear in mind the distinction when used.
====TIP Avoid CTD previewing NPCs====
 
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">To avoid crashing the GECK when you desire to "preview" an NPC, try opening their face "advanced" tab first. Then go back to one of the other tabs to check the "Preview Full". And when editing, click "Ok" for closing the NPC window, and then save the file instead of switching to the other tabs. Don't leave "edits" hanging when switching among tabs.</div>
 
  
<span id="Tip-OnlyOneRace"></span>
+
* [http://www.nexusmods.com/newvegas/mods/45278/? Advanced Companion creation guide with Companion Wheel] HTML. (Most recommended.)
====TIP Changing only one race====
+
* [http://www.nexusmods.com/fallout3/mods/5506 CMF Companion Tutorial] RTF by '''Darkfirebird CMF'''.
 +
* [http://forums.nexusmods.com/index.php?/topic/900821-fnv-companion-tutorial/ FNV Companion Tutorial] Forum Thread by '''trilioth'''.
 +
* [http://geckwiki.com/index.php/Adding_items_to_vendors GECK: Adding items to vendors] Wiki tutorial.
 +
* [http://www.youtube.com/playlist?list=PLo2FGzSVbkcPedlm9zZ981YvUy7DoSQew GECK: Companion Tutorial playlist by cgy95] Video series.
 +
* [http://geckwiki.com/index.php?title=Creating_a_new_vendor GECK: Creating a new vendor] Wiki tutorial.
 +
* [http://www.youtube.com/watch?v=O9wnoZ7tKro GECK: Creating an NPC] Video.
 +
* [http://www.youtube.com/watch?v=NuFepoBHptk GECK: Custom NPC and Dialog] Video.
 +
* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread.
 +
* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM'''.
 +
* [http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: Quick 'n' Dirty Merchant] PDF.
 +
* [http://www.nexusmods.com/newvegas/mods/38059/? NCCS - NosCo Companion System] Mod.  Ready-made basic, customizable companions without the "companion wheel" (available as a plugin).  The "companion scripts" make useful examples.  There's a guide that comes with it; it's really a case of loading it up in the GECK, duplicating one of the NCCS NPCs, switching it to one of the premade scripts and dumping it in game.  Ta-da: the basic companion is done and then all you have to do is customise it.
 +
* [http://www.nexusmods.com/newvegas/mods/41652/? Rivens Tattoo Flash Sheets] Resource. (Copy-and-paste tattoos.)
 +
* [http://www.nexusmods.com/newvegas/mods/62261 Tutorial: How to Make a Custom Race] PDF by '''jim_uk'''.
 +
* [http://www.nexusmods.com/newvegas/mods/43286 Tutorial: Creating a custom PC Race] RTF by '''MagicThize'''.
 +
* [http://www.nexusmods.com/newvegas/mods/62328 Tutorial: How to Make a Freakish Custom Race (Tutorial)] PDFs by '''lazyradly, beardofsocrates, and FancyPants'''.  Details on how to create ".EGMs", ".EGTs", proper NIFs, etc.
 +
 
 +
<span id="Tip-ActorHeight"></span>
 +
==== TIP Actor height in GECK ====
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
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">Since the '''GECK''' is really an evil Vault-Tek experiment designed to test modder's frustration levels, one of the annoying things that it does is any time you even click on a race to view it, it marks that race as changed. Your mod will therefore not only create your custom race, but it will also overwrite any other mod's changes to the (Caucasian, Asian, Asian Child, Ghoul, etc.) races. If you don't want your mod to change these other races, when you start up the '''GECK''': select your mod and select ''Details''. Then select the races other than your custom race one by one, and press the ''<Delete>'' key. That will flag those changes so that they don't get loaded when you next load up the GECK. Now load your mod up as usual and save it. That will get rid of the extra races in your mod that you probably didn't want to modify.
+
">If you want to make an Actor taller or shorter in the '''GECK''', just modify their '''Height''' on the ''Traits'' tab. It's a little confusing because most Actors have a value of "0.00" for height, which just means ''use the default'': "0.00" is the same as setting the height to "1.00" (told you it's confusing). If you set it to something other than zero, then it's a percentage scale factor. In other words, if you set the height to "0.95" then they'll be "95 percent" as tall as the default, or about 5 percent shorter.  Setting the height to "1.05" would make them 5 percent taller (105 percent of normal height).
 +
 
 +
'''Body meshes''' can just be copied from '''FO3''' to '''FNV''' (and vice-versa, but that's illegal "porting": so, personal use only). The skeleton is the same. The only thing that is different between the two games as far as body parts are concerned is "hair" and "hats", which end up rotated by 90 degrees between the two games. You can fix that in '''NifSkope''' by just rotating the part by 90 degrees. (See [[#TIP:_Head_Parts_Rotated|TIP: Head Parts Rotated]] under the "Custom Items" section.)  You don't need to re-parent meshes to armatures and that sort of thing.
  
Alternately, you can use FNVEdit to remove the extra race records. It's a bit less clicking and fiddling to do it in the GECK, but either way works.
+
If you want your Actor to be about a foot shorter, that's about 84 percent at the default height of about 6 feet, so set their height to "0.84".
 
</div>
 
</div>
  
<span id="TIP-CompanionWheel"></span>
+
<span id="TIP-AIPackageBasics"></span>
====TIP Companion Wheel====
+
==== TIP AI Package Basics ====
: Thanks to '''madmongo''' of the Nexus FalloutNV 'New Vegas GECK and Modders' sub-forum for the following basic summary:
 
 
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">To make the companion wheel work, you MUST use the specific dialog options and variables shown in the [http://www.nexusmods.com/newvegas/mods/45278/? Advanced Companion creation guide with Companion Wheel] tutorial, as those are the options that the command wheel is expecting. Hopefully when converting an existing one, the original companion has enough dialog options that you can just copy the voice files to the dialog topics that you needThe tutorial has two quests, one that runs the companion and one that is only to hire the companion. You don't really need a quest to hire the companion. You can just do it through dialog if you really want to keep it simple.
+
">You need to understand the difference between an [http://geckwiki.com/index.php?title=GetCurrentAIPackage AIPackage] and an [http://geckwiki.com/index.php?title=GetCurrentAIProcedure AIProcedure].  Also, check out the [http://geckwiki.com/index.php?title=Category:AI_Functions Category:AI Functions] to understand the less obvious things you can do with them.  (Take the time to read the linked wiki pages.)
 +
 
 +
First you have to chose the correct type of [http://geckwiki.com/index.php?title=Category:Packages Package] to use; investigating how each is intended to be used and actually functions in practice for your purposesRemember: only one '''Package''' will run on any given Actor at a time; but that package can have several '''Procedures''' within it to deal with different circumstances.  While there is overlap between the two, note that '''Procedures''' is a longer list.  Don't get ahead of yourself: work on and refine each '''Procedure''' by itself before you attempt to combine them into a comprehensive '''Package'''. (You will use "condition flags" to control which gets used when.  More on this later.)
 +
 
 +
For example: "Stalking" would be a '''Procedure''' that is more than just a simple "follower" script because you want the Actor to try to remain unnoticed. For one thing, you might want to use an "Escort" or "Guard" base package instead of "Follow". "Sneaking" is inherently slower than normal movement, but NPCs "cheat" by "teleporting" when they get too far away from the target they are following. (You might not have noticed this unless you checked on companions behind yourself frequently in rough terrain.)  But you might find you need to shift in and out of "sneak" mode.  Various '''Target Followers''' may affect what you need for the effective trailing distance to avoid having aggressive ones attacking your "stalker".
  
Only one companion conversation option should be active at a time.  In other words, if you already have a dialog option for the companion to follow you, you need to disable that conversation option and use the existing '''FollowersLetsGo''' topic instead. Similarly, if you have a wait option, you need to disable that and use '''FollowersWait''' instead. Using ''SetPlayerTeammate 1'' in the hiring script is enough make the command wheel appear whenever you talk to the NPC, but the command wheel options won't actually work unless you use the '''Followers''' topics: such as '''FollowersWait, FollowersLetsGo, FollowersTrade''', and the various '''FollowersTactics'''' options.
+
Once you get that functional, you might want a "flee" '''Procedure''' that will keep that Actor at a proper distance from the '''Target''' without losing track of them so it can resume "following". A "special case" to test is if your "stalker" is fleeing while the '''Target''' changes cells.  In which case, what are you going to have your "stalker" do to "pick up the scent" of their '''Target''' again?
  
If the topics aren't showing up, check to make sure you have ''Top Level'' checked (upper right on the quest form) and make sure that the conditions are valid. Also, trading (''OpenTeammateContainer'') won't work unless the NPC is set to be a teammate
+
When the Actor gets far enough from the '''Target''', they then might need a '''Procedure''' to find somewhere to "hide" (break line-of-sight from the '''Target'''), wait a reasonable amount of time for any followers to stop "searching for enemies", and then resume the "Follow" / "Stalk" AI procedure.
(you've done a ''SetPlayerTeammate 1'' on the NPC, which is usually done when hiring the NPC).
 
  
Make sure you have a line with ''SetPlayerTeammate 0'' when firing the companion so the command wheel will no longer show up when you talk to themThe tutorial has the details of exactly which topics you need to use.
+
AI packages are in a [http://geckwiki.com/index.php?title=AI_Packages_Tab priority list] of "conditions".  ("Conditions" are just variables, often called "flags", you define and set to control things.  A common use is a "do once" variable in a "quest" script.  You are going to need to "set" and "clear" a number of them for this to indicate when to use only one procedure or package at a time.)  The first package that meets all of it's conditions as "true" then is used.  While the [http://geckwiki.com/index.php?title=AddScriptPackage AddScriptPackage] and [http://geckwiki.com/index.php?title=RemoveScriptPackage RemoveScriptPackage] functions might seem appropriate to generally use, they have major limitations(See [[#TIP_Using_AI_Packages|TIP Using AI Packages]] and the linked description for more details on this.)  Just adding a package does not place the package within the [http://geckwiki.com/index.php?title=AI_Packages_Tab priority list]; instead it overrides the list for immediate implementation but goes away once completed and won't matter after that as it's conditions are never evaluated after that point.  Typically you will want to place your package in the [https://geckwiki.com/index.php?title=AI_Packages_Tab AI Packages Tab] list of packages for your "stalker" Actor, set the appropriate "conditional flag variables", and use the "Evaluate Package" (EVP) function to cause the list to be processed again to determine which is now the "first true" package.  Note that you do not use EVP with '''AddScriptPackage'''.  That function performs the equivalent immediately when called.  
</div>
 
  
span id="Tip-CustomRaceFaces"></span>
+
Each '''Package''' needs to consider that it may encounter conditions that require another '''Package''' or '''Procedure''' to take precedence and execute.  You do not simply "resume" an AI package where you left off.  It starts over whatever the current situation is when it gets invoked.  That could be in a completely different cell than where it left off.  This is why it is important to keep your "condition flags" current and updated as things change.
====TIP Custom Race and Faces====
+
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
+
See also:
 +
* [[#TIP_AI_Packages_and_Distance|TIP AI Packages and Distance]]
 +
* [[#TIP_Making_NPCs_move_aka_AI_Packages|TIP Making NPCs move aka AI Packages]]
 +
</div>
 +
 
 +
<span id="Tip-GetDistance"></span>
 +
 
 +
====TIP AI Packages and Distance====
 +
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
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">A ''custom race'' doesn't give you a ''custom face''. (The ''head'' mesh is separate from the ''body'' mesh and the ''race'' texturesSee [[#Tip-CustomSkinTextures|TIP: Custom Race & Skin Textures.]]) It gives you a custom face blueprint that is further modified by all of the '''FaceGen''' stuff (see [[#FaceGen:_Heads,_Faces,_Hairs,_and_Helmets|FaceGen: Heads, Faces, Hairs, and Helmets]] section) when you actually apply it to your NPC or player preset. If the custom race version is pretty close to what you want, then you'll probably want to adjust all of the  sliders in both the ''Geometry'' and the ''Texture'' section of the NPC pretty close to the middle (zero) for each slider. There are some shading and tinting effects that always get applied whether you want them or not, which is a royal pain in the backside sometimes. Unfortunately, there's no known way to disable them.
+
">Supposing you want your character to meet up with an NPC at some X-Marker location, but they aren't there when you "fast travel" to that location?  You need to "teleport" them ,but you don't want to just make them "vanish".  Here is one way to handle it.
 +
 
 +
In the "Dialog Result Script" where you make the NPC start using your "AI Package" to send them to that location, also start a "quest script" (e.g. "ThisQuestName").  This quest should have a processing delay of perhaps one second, and then check for the player to be a certain distance away from the NPC, and for the NPC to not be in the player's view ("Line of Sight": LoS).  Once it's found that both requirements are satisfied, the NPC is teleported to the marker and the quest was ended.  The quest is set to be stopped on proper completion of the AI package as well, in case it's still running.
 +
 
 +
The example script below uses the '''JIP LN NVSE''' function ''GetDistance2D'', but it will work fine with the vanilla ''GetDistance'' function as well.
 +
<pre>
 +
Begin GameMode
 +
    ; separation of player and NPC check
 +
    If player.GetDistance2D refNPC >= 2048
 +
        If player.GetLOS refNPC == 0
 +
            refNPC.moveto refMarker
 +
            ; maybe remove their AI package or add another one or whatever here? maybe EVP?
 +
            StopQuest ThisQuestName
 +
        EndIf
 +
    EndIf
 +
End
 +
 
 +
Begin GameMode
 +
    ; NPC near X-Marker check
 +
    if refNPC.GetDistance2D refMarker <= 64
 +
        StopQuest ThisQuestName
 +
    endif
 +
End</pre>
 +
''GetLOS'' isn't always reliable, so in some situations it may be preferred just to increase the distance; maybe use ''GetDistance3D''''GetLOS'' has returned "true" when the NPC or object was at the very edge of the player's camera, and has not realized the player couldn't see the NPC. These both require an extreme circumstance, and most of the time it works fine; but it's best to test each situation.
 
</div>
 
</div>
  
<span id="Tip-CustomSkinTextures"></span>
+
<span id="Tip-NPCPreview"></span>
 +
====TIP Avoid CTD previewing NPCs====
 +
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 +
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 +
background-color:#333333;padding:3px;
 +
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 +
">To avoid crashing the GECK when you desire to "preview" an NPC, try opening their face "advanced" tab first.  Then go back to one of the other tabs to check the "Preview Full".  And when editing, click "Ok" for closing the NPC window, and then save the file instead of switching to the other tabs. Don't leave "edits" hanging when switching among tabs.</div>
  
====TIP Custom Race and Skin Textures====
+
<span id="Tip-OnlyOneRace"></span>
 +
====TIP Changing only one race====
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
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">Suppose you want to add tattoos (or scars or whatever decoration) to the skin of a particular NPC or race. The body texture is controlled by the race, not by the mesh "NIF" file. You need to change this in the '''GECK''''''NifSkope''' won't help you here.
+
">Since the '''GECK''' is really an evil Vault-Tek experiment designed to test modder's frustration levels, one of the annoying things that it does is any time you even click on a race to view it, it marks that race as changed. Your mod will therefore not only create your custom race, but it will also overwrite any other mod's changes to the (Caucasian, Asian, Asian Child, Ghoul, etc.) races. If you don't want your mod to change these other races, when you start up the '''GECK''': select your mod and select ''Details''. Then select the races other than your custom race one by one, and press the ''<Delete>'' key. That will flag those changes so that they don't get loaded when you next load up the GECK. Now load your mod up as usual and save it. That will get rid of the extra races in your mod that you probably didn't want to modify.
  
You are probably going to want to create a ''custom race'' for your character, otherwise the tattoo will show up on every NPC who is a member of that race.
+
Alternately, you can use FNVEdit to remove the extra race records. It's a bit less clicking and fiddling to do it in the GECK, but either way works.
 
+
</div>
To create a ''custom race'', open up the '''GECK''' with at least the '''Fallout New Vegas.ESM''' file selected, select the ''Actor Data | Race'' tab on the left (in the Object Window), double click on one of the races to bring up the ''Race'' form, and now select one of the races to duplicate.  (Note there is a "TestQACaucasian" race that is not otherwise used if you want to try out the process.)  If your tattooed character is ''Caucasian'', for example, right-click on the ''Caucasian'' race and select ''Duplicate''.
 
  
 +
<span id="Tip-CharGenFacePresets"></span>
 +
====TIP CharGen Face Presets====
 +
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following.
 
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">Important Note: Since the '''GECK''' is an evil Vault-Tec tool designed to test modder's frustration levels, it's important to note that, for no other reason than it's evil, it has now decided to mark your original vanilla ''Caucasian'' race as modified, even though you haven't made any modifications to it, thus guaranteeing that your tattoo mod will conflict with any other mods that modify the ''Caucasian'' race. Stupid '''GECK'''.  (See also [[#Tip-OnlyOneRace|TIP: Changing only one race.]]) Fortunately, fixing this is fairly simple. You can use '''FNVEdit''' to remove the modified ''Caucasian'' race from your mod, OR you can just save your mod, start up the '''GECK''' again, select ''Data'', and instead of just selecting your new mod, highlight your new mod and select the '''Details''' button (at the bottom next to the '''Set as Active File''' button). There should be a '''RACE''' entry under the ''Type Column'', with the '''Caucasian''' Editor-ID.  Highlight that and press the ''<Delete>'' key. This will mark the modified ''Caucasian'' race as not to be loaded by the '''GECK'''. Select the '''Close''' button, and now load up your mod in the '''GECK'''. With that your mod no longer includes the modified '''Caucasian''' race, so save your mod, and now the unintentionally modified vanilla ''Caucasian'' race is permanently gone from your mod.</div>
 
 
 
Now that you have a modified race to work with, again select ''Race'' on the left side and double-click on your "new race" to bring up the ''Race'' form with your "new race" selected. <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red;
 
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">Make sure you do not even click on any other race, or that race will be marked as modified by your mod</span> (stupid '''GECK'''). Again, if you goof up and accidentally click on another race, you can mark it as deleted during load and get rid of it that way, or you can clear it out using '''FNVEdit'''.
+
">When you want to take a Actor's (Player or NPC) face data to or from a save game file and turn it into a "CharGen Face Preset":
 +
* [http://www.nexusmods.com/newvegas/mods/35769/ FaceGen Save Face Ripper for FNVEdit] tool to rip face hex data from save files for use in '''FNVEdit'''.
 +
* [http://www.nexusmods.com/newvegas/mods/56009? Jokerine's Misc Resources and Tutorials - FNV] has a step-by-step tutorial on the process.
  
Make sure the ''Playable'' box is checked. As long as you copied from another playable race, it should be checked already.
+
Once you have the face in the '''GECK''', you can copy the face from one Actor to another by opening both Actors in the '''GECK'''. There is a copy and paste option under the ''Face Advanced'' tab.  
  
Select the ''Text Data'' tab at the top of the ''Race'' form, and change the name of your "new race". If you don't do this, when you go to select your race during character creation, you'll have two races that both say ''Caucasian'' (or whatever race you copied) and you won't be able to tell which race is which. So change it to something like ''Tattoo Race'' or ''Caucasian Tattoo'' or whatever you want to call it.
+
There are two bugs you need to be aware of.
 +
* First, you need to copy the hair color over to the target Actor first (the three RGB values under the ''Face'' tab); otherwise when you change the hair color the FaceGen data will change slightly.
 +
* The second thing is that when you do copy and paste from the ''Face Advanced'' tab, whatever option is selected (by default it's the first one, ''Brow Ridge High/Low'') will not be copied. So go to the source Actor, press ''Copy'', go to the target Actor, press ''Paste'', then change the selection from ''Brow Ridge High/Low'' (or whatever is currently selected) to something else and press ''Paste'' again.
  
If you are only modifying the female body texture, check the ''Female'' box down at the bottom where it says ''editing''. (There is a box for ''Male'' and ''Female'', and ''Male'' is checked by default.)
+
The '''Character Gen Preset''' shouldn't have any factions or inventory or anything else. You can open up one of the existing presets (they all have "CG" at the start of their Editor-ID) and save it with a new Editor-ID and it should be set up correctly. If you are making a new one from scratch instead, make sure you check ''Is CharGen Face Preset''. The '''GECK''' is a buggy mess, so if you change any of the flags on the left, save the Actor and re-open before changing tabs and doing something else or your changes to the check boxes can get lost.
 +
</div>
  
There are four textures that define a human body: The ''body'' texture (includes ''torso, arms, legs, and feet''), ''left hand, right hand, and head''. All of these except the ''head'' are found on the ''Body Data'' tab. The default human bodies use the same texture for both the right and left hand. For my tattooed characters, I have given them custom tattoos on each hand and therefore have ended up with unique textures for both the left and right hands. Just click on ''Edit'' and select your new textures. If you are only replacing the body texture, then you only need to modify the ''Upper Body Texture'' and you can leave the hand textures alone.
+
<span id="TIP-CompanionWheel"></span>
  
 +
====TIP Companion Wheel====
 +
: Thanks to '''madmongo''' of the Nexus FalloutNV 'New Vegas GECK and Modders' sub-forum for the following basic summary:
 
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">Another important note: You only select the main texture file (i.e. '''upperbodyfemale.dds''') in the '''GECK'''. The '''GECK''', and the game, assume that the ''normal map'' and ''skin'' files are in the same folder, and have exactly the same name as the main texture, except with "_n" for the normal map and "_sk" for the skin appended to the base filename. In other words:
+
">To make the companion wheel work, you MUST use the specific dialog options and variables shown in the [http://www.nexusmods.com/newvegas/mods/45278/? Advanced Companion creation guide with Companion Wheel] tutorial, as those are the options that the command wheel is expecting. Hopefully when converting an existing one, the original companion has enough dialog options that you can just copy the voice files to the dialog topics that you need. The tutorial has two quests, one that runs the companion and one that is only to hire the companion. You don't really need a quest to hire the companion. You can just do it through dialog if you really want to keep it simple.
: If your tattooed texture is called '''upperbodyfemale.dds''':
 
:* the normal map has to be '''upperbodyfemale_n.dds''', and
 
:* the skin needs to be '''upperbodyfemale_sk.dds'''.
 
: If your tattooed texture is called '''tattoobody.dds''', then
 
:* the normal map needs to be '''tattoobody_n.dds''', and
 
:* the skin needs to be '''tattoobody_sk.dds'''.
 
Typically, if you are only adding tattoos to an existing texture, you can just copy the "_n" and "_sk" files from the original body to the folder with your new tattoo texture. Each modified texture (body, left hand, right hand, head) that you have needs a matching "_n" and "_sk" file.</div>
 
  
It should go without saying that all of these textures have to be somewhere in your "Data\Textures" folder.
+
Only one companion conversation option should be active at a time.  In other words, if you already have a dialog option for the companion to follow you, you need to disable that conversation option and use the existing '''FollowersLetsGo''' topic instead. Similarly, if you have a wait option, you need to disable that and use '''FollowersWait''' instead. Using ''SetPlayerTeammate 1'' in the hiring script is enough make the command wheel appear whenever you talk to the NPC, but the command wheel options won't actually work unless you use the '''Followers''' topics: such as '''FollowersWait, FollowersLetsGo, FollowersTrade''', and the various '''FollowersTactics'''' options.
  
The ''head'' texture works the same, except it is under the ''Face Data'' tab instead of the ''Body Data'' tab with all of the other textures.
+
If the topics aren't showing up, check to make sure you have ''Top Level'' checked (upper right on the quest form) and make sure that the conditions are valid. Also, trading (''OpenTeammateContainer'') won't work unless the NPC is set to be a teammate
 +
(you've done a ''SetPlayerTeammate 1'' on the NPC, which is usually done when hiring the NPC).
  
Once you have all of your modifications done and you have all of the files in the right place, you can click the '''preview boxes''' to look at your race's ''Head'' or ''Full'' view.
+
Make sure you have a line with ''SetPlayerTeammate 0'' when firing the companion so the command wheel will no longer show up when you talk to them.  The tutorial has the details of exactly which topics you need to use.
 +
</div>
  
 +
span id="Tip-CustomRaceFaces"></span>
 +
====TIP Custom Race and Faces====
 +
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
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style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
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background-color:#333333;padding:3px;
 
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">Something else to note: if you make changes to the ''head'' texture and '''preview''' it, further changes to the ''head'' texture don't always show up in the '''GECK'''. It caches a copy of your ''head'' texture and sometimes won't show any newer version in the preview window. You can shut down the GECK and reload your mod to properly preview your head texture changes if that happens. ''It will usually pick up modifications to the '''body''' texture if you preview again though.'' It's only the ''head'' texture that gets stuck (it has the same issue for textures for items and other non-NPC things). See also [[#Tip-FaceFeatures|TIP: Switching Custom Facial Features.]]</div>
+
">A ''custom race'' doesn't give you a ''custom face''.  (The ''head'' mesh is separate from the ''body'' mesh and the ''race'' textures. See [[#Tip-CustomSkinTextures|TIP: Custom Race & Skin Textures.]]) It gives you a custom face blueprint that is further modified by all of the '''FaceGen''' stuff (see [[#FaceGen:_Heads,_Faces,_Hairs,_and_Helmets|FaceGen: Heads, Faces, Hairs, and Helmets]] section) when you actually apply it to your NPC or player preset. If the custom race version is pretty close to what you want, then you'll probably want to adjust all of the  sliders in both the ''Geometry'' and the ''Texture'' section of the NPC pretty close to the middle (zero) for each slider. There are some shading and tinting effects that always get applied whether you want them or not, which is a royal pain in the backside sometimes. Unfortunately, there's no known way to disable them.
 +
</div>
  
If you are using a custom body for your player, you can select the NIF for that on the ''Body Data'' tab as well. There is an ''Upper Body'' model, and a ''Left'' and ''Right Hand'' model. For hand and body NIFs, all you need is the NIF in your '''Meshes''' folder. ''Head'' meshes need an "EGM" file as well, and the file name again needs to match. If your NIF is '''CustomHead.nif''' then the "EGM" needs to be '''CustomHead.egm''', for example.
+
<span id="Tip-CustomSkinTextures"></span>
  
If all you are doing is adding a texture to whatever the default mesh is on your system for that race, then you probably don't need to worry about custom NIFs. This is true even if you are using a ''body replacer'', since they tend to place themselves in the same location as the default vanilla body NIFs in the folder structure. In other words, if you are using say the "Type 3 body replacer" and your "tattoo texture" is for "Type 3", you already have custom NIFs in your '''Meshes\Characters...''' folder for the "Type 3", and those are already what gets loaded by the GECK for each race type. You don't need to have a custom "Type 3" NIF for your character.
+
====TIP Custom Race and Skin Textures====
 
+
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
On the other hand, if you want a custom NIF just for your character so that they use a different mesh than the default races, then you will need to specify a custom NIF in the ''race'' in the '''GECK'''. Whatever ''body texture'' is defined in the NIF ends up getting ignored by the game, though. The game will use the custom texture defined in the '''GECK''' instead.
 
</div>
 
 
 
<span id="Tip-Hostility"></span>
 
====TIP Hostility between NPCs====
 
 
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">Hostilities will not immediately break out between two NPCs when they come into proximity simply because they are in "Enemy" [[#Factions|Factions]]Their actions are influenced by the NPCs personal "aggression" and "[http://geck.technodeep.net/index.php/Confidence confidence]" numbers (on the GECK "[http://geck.technodeep.net/index.php/AI_Data_Tab AI Data Tab]" page and the resulting "Threat Ratio" at the time.
+
">Suppose you want to add tattoos (or scars or whatever decoration) to the skin of a particular NPC or raceThe body texture is controlled by the race, not by the mesh "NIF" file. You need to change this in the '''GECK'''. '''NifSkope''' won't help you here.
  
You can use the "[http://geck.technodeep.net/index.php/SetActorValue setav]" command in script to change the "[http://geck.technodeep.net/index.php/ActorValue#User_Defined_Actor_Values Actor Value]" for permanent changes or "[http://geck.technodeep.net/index.php/DamageActorValue DamageActorValue]" and "[http://geck.technodeep.net/index.php/RestoreActorValue RestoreActorValue]" for temporary changes to the "[http://geck.technodeep.net/index.php/Stats_List Stats List]". (See the GECK "[http://geck.technodeep.net/index.php/Actor_Value_Codes Actor Value Code]" list.)  Be careful about the scope of effect of your changes.  Read the warnings under "[http://geck.technodeep.net/index.php/ActorValue Actor Value]" carefully.
+
You are probably going to want to create a ''custom race'' for your character, otherwise the tattoo will show up on every NPC who is a member of that race.
  
There are ten "user defined/mod actor values". They have no defined game functions, but can be used by quests to establish permanent data on the actor. Keep in mind that setting one of the variables on an actor implicitly defines that variable for ALL actors, not just in your mod.  Using these values to store extra information has the potential to cause conflicts with other mods. <span style="color: red; background-color:#fff5f5;">If you need to store information on an actor, use a token (an unplayable, therefore invisible, piece of armour) instead.</span>
+
To create a ''custom race'', open up the '''GECK''' with at least the '''Fallout New Vegas.ESM''' file selected, select the ''Actor Data | Race'' tab on the left (in the Object Window), double click on one of the races to bring up the ''Race'' form, and now select one of the races to duplicate. (Note there is a "TestQACaucasian" race that is not otherwise used if you want to try out the process.)  If your tattooed character is ''Caucasian'', for example, right-click on the ''Caucasian'' race and select ''Duplicate''.
</div>
 
  
<span id="Tip-InterruptCombat"></span>
 
====TIP Interrupt combat for dialog====
 
: Thanks to '''clanky4''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
 
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style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
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background-color:#fff5f5;padding:3px;
 
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">Suppose you want an NPC (once engaged) to interrupt combat in order to switch to some dialog: such as to offer to surrender when their HP drops low enough.  (An example of this is during the "Dog/God" fight in the kitchen of the Sierra Madre Casino, but that script is a mess to try to interpret.)
+
">Important Note: Since the '''GECK''' is an evil Vault-Tec tool designed to test modder's frustration levels, it's important to note that, for no other reason than it's evil, it has now decided to mark your original vanilla ''Caucasian'' race as modified, even though you haven't made any modifications to it, thus guaranteeing that your tattoo mod will conflict with any other mods that modify the ''Caucasian'' race. Stupid '''GECK'''.  (See also [[#Tip-OnlyOneRace|TIP: Changing only one race.]]) Fortunately, fixing this is fairly simple. You can use '''FNVEdit''' to remove the modified ''Caucasian'' race from your mod, OR you can just save your mod, start up the '''GECK''' again, select ''Data'', and instead of just selecting your new mod, highlight your new mod and select the '''Details''' button (at the bottom next to the '''Set as Active File''' button). There should be a '''RACE''' entry under the ''Type Column'', with the '''Caucasian''' Editor-ID.  Highlight that and press the ''<Delete>'' key. This will mark the modified ''Caucasian'' race as not to be loaded by the '''GECK'''. Select the '''Close''' button, and now load up your mod in the '''GECK'''. With that your mod no longer includes the modified '''Caucasian''' race, so save your mod, and now the unintentionally modified vanilla ''Caucasian'' race is permanently gone from your mod.</div>
  
When the conditions for that interruption are correct, use the command:
+
Now that you have a modified race to work with, again select ''Race'' on the left side and double-click on your "new race" to bring up the ''Race'' form with your "new race" selected. <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red;
<div name="Simulated code box" class="boilerplate metadata" id="SimCodeBox"
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background-color:#fff5f5;padding:3px;
style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray;  
 
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/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
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">PlayerRef.[http://geckwiki.com/index.php/StopCombatAlarmOnActor StopCombatAlarmOnActor]
+
">Make sure you do not even click on any other race, or that race will be marked as modified by your mod</span> (stupid '''GECK'''). Again, if you goof up and accidentally click on another race, you can mark it as deleted during load and get rid of it that way, or you can clear it out using '''FNVEdit'''.
</div>
 
This ends the fighting flag for all enemies targeting the specified actor (e.g. PlayerRef). All hostile actors that are in combat with that actor will return to their normal routines. Now they can enter into dialog (or other activities such as a "run away" travel package).
 
  
If you wish to only stop the fighting flag for a single actor, refer to [http://geckwiki.com/index.php/StopCombat StopCombat].
+
Make sure the ''Playable'' box is checked. As long as you copied from another playable race, it should be checked already.
</div>
+
 
 +
Select the ''Text Data'' tab at the top of the ''Race'' form, and change the name of your "new race". If you don't do this, when you go to select your race during character creation, you'll have two races that both say ''Caucasian'' (or whatever race you copied) and you won't be able to tell which race is which. So change it to something like ''Tattoo Race'' or ''Caucasian Tattoo'' or whatever you want to call it.
 +
 
 +
If you are only modifying the female body texture, check the ''Female'' box down at the bottom where it says ''editing''. (There is a box for ''Male'' and ''Female'', and ''Male'' is checked by default.)
 +
 
 +
There are four textures that define a human body: The ''body'' texture (includes ''torso, arms, legs, and feet''), ''left hand, right hand, and head''. All of these except the ''head'' are found on the ''Body Data'' tab. The default human bodies use the same texture for both the right and left hand. For my tattooed characters, I have given them custom tattoos on each hand and therefore have ended up with unique textures for both the left and right hands. Just click on ''Edit'' and select your new textures. If you are only replacing the body texture, then you only need to modify the ''Upper Body Texture'' and you can leave the hand textures alone.
 +
 
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
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background-color:#fff5f5;padding:3px;
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Another important note: You only select the main texture file (i.e. '''upperbodyfemale.dds''') in the '''GECK'''. The '''GECK''', and the game, assume that the ''normal map'' and ''skin'' files are in the same folder, and have exactly the same name as the main texture, except with "_n" for the normal map and "_sk" for the skin appended to the base filename. In other words:
 +
: If your tattooed texture is called '''upperbodyfemale.dds''':
 +
:* the normal map has to be '''upperbodyfemale_n.dds''', and
 +
:* the skin needs to be '''upperbodyfemale_sk.dds'''.
 +
: If your tattooed texture is called '''tattoobody.dds''', then
 +
:* the normal map needs to be '''tattoobody_n.dds''', and
 +
:* the skin needs to be '''tattoobody_sk.dds'''.  
 +
Typically, if you are only adding tattoos to an existing texture, you can just copy the "_n" and "_sk" files from the original body to the folder with your new tattoo texture. Each modified texture (body, left hand, right hand, head) that you have needs a matching "_n" and "_sk" file.</div>
 +
 
 +
It should go without saying that all of these textures have to be somewhere in your "Data\Textures" folder.
 +
 
 +
The ''head'' texture works the same, except it is under the ''Face Data'' tab instead of the ''Body Data'' tab with all of the other textures.
 +
 
 +
Once you have all of your modifications done and you have all of the files in the right place, you can click the '''preview boxes''' to look at your race's ''Head'' or ''Full'' view.
  
<span id="Tip-NPCMovement"></span>
 
====TIP Making NPCs move aka AI Packages====
 
: Thanks to '''madmongo''', '''EPDGaffney''', and '''FiftyTifty''' of the Nexus FalloutNV 'New Vegas GECK and Modders' and '''kingbeast88''' of the 'New Vegas Mod Troubleshooting' sub-forums for the following basic summary of how to get NPCs to move:
 
 
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style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
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">An NPC that just stands there typically is doing so because they don't have an [http://geck.technodeep.net/index.php/AI_Packages_Tab GECK: AI package] to run.
+
">Something else to note: if you make changes to the ''head'' texture and '''preview''' it, further changes to the ''head'' texture don't always show up in the '''GECK'''. It caches a copy of your ''head'' texture and sometimes won't show any newer version in the preview window. You can shut down the GECK and reload your mod to properly preview your head texture changes if that happens. ''It will usually pick up modifications to the '''body''' texture if you preview again though.'' It's only the ''head'' texture that gets stuck (it has the same issue for  textures for items and other non-NPC things). See also [[#Tip-FaceFeatures|TIP: Switching Custom Facial Features.]]</div>
  
A typical companion will have a companion script which will have defined a number of [http://geck.technodeep.net/index.php/Category:Packages GECK: Packages]: a '''Follow''' default package, a '''Follow Long''' package, an '''Idle/Wait''' package, and a '''Non-hired''' package (they may use the same package for ''Wait'' and '''Non-hired''', like a ''sandbox'' type package, for example). Each of the packages must have a condition variable, which will typically be the equivalent of "'''if (''IsFollowingDefault'' == 1)'''" for the follow default package, or ''IsFollowingLong'' for the follow long package, or ''HasBeenHired'' is set to zero for the '''Not-hired''' ''sandbox'' (or whatever) package, and "'''if (''waiting'' == 1)'''" for the '''Wait''' package. If you don't have a condition, then the package will want to always run. Those variables (e.g. ''IsFollowingDefault'', ''IsFollowingLong'', etc.) all have to be defined in the NPC's script. You set the various variables to match what you want the character to do as the way you control which package is used, then do an ''[http://geck.bethsoft.com/index.php?title=EvaluatePackage EvaluatePackage] (.EVP)'' function on the NPC to get them to switch.
+
If you are using a custom body for your player, you can select the NIF for that on the ''Body Data'' tab as well. There is an ''Upper Body'' model, and a ''Left'' and ''Right Hand'' model. For hand and body NIFs, all you need is the NIF in your '''Meshes''' folder. ''Head'' meshes need an "EGM" file as well, and the file name again needs to match. If your NIF is '''CustomHead.nif''' then the "EGM" needs to be '''CustomHead.egm''', for example.
  
Function ''[http://geckwiki.com/index.php/ResetAI ResetAI]'' clears all current AI behaviors from an actor. Combat, pathing, and packages are re-evaluated.  This is a severe command that affects all AI behavior.  Usually, you just want to have an actor re-evaluate its current package. In that case, use ''EvaluatePackage'' instead. (When using the number of "tokens" present in an Actor's inventory to control AI packages, one author found it necessary to use ''ResetAI'' instead of ''EVP'' in order to get their script to function correctly more often than the first time.  The cause behind this behavior is unknown.)
+
If all you are doing is adding a texture to whatever the default mesh is on your system for that race, then you probably don't need to worry about custom NIFs. This is true even if you are using a ''body replacer'', since they tend to place themselves in the same location as the default vanilla body NIFs in the folder structure. In other words, if you are using say the "Type 3 body replacer" and your "tattoo texture" is for "Type 3", you already have custom NIFs in your '''Meshes\Characters...''' folder for the "Type 3", and those are already what gets loaded by the GECK for each race type. You don't need to have a custom "Type 3" NIF for your character.
  
See also [http://geckwiki.com/index.php/How_Are_Packages_Evaluated How Are Packages Evaluated].
+
On the other hand, if you want a custom NIF just for your character so that they use a different mesh than the default races, then you will need to specify a custom NIF in the ''race'' in the '''GECK'''. Whatever ''body texture'' is defined in the NIF ends up getting ignored by the game, though. The game will use the custom texture defined in the '''GECK''' instead.
 +
</div>
  
===== Following =====
+
<span id="Tip-Hostility"></span>
So, if you want your NPC to '''Follow''' you, it's necessary to script the following in the NPC's conversation quest (replace "MyNPCREF" with the NPC's actual Ref-ID, obviously):
+
====TIP Hostility between NPCs====
 
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">
+
">Hostilities will not immediately break out between two NPCs when they come into proximity simply because they are in "Enemy" [[#Factions|Factions]].  Their actions are influenced by the NPCs personal "aggression" and "[http://geckwiki.com/index.php?title=Confidence confidence]" numbers (on the GECK "[http://geckwiki.com/index.php?title=AI_Data_Tab AI Data Tab]" page and the resulting "Threat Ratio" at the time. 
: Set IsFollowingDefault to 1
+
 
: Set IsFollowingLong to 0
+
You can use the "[http://geckwiki.com/index.php?title=SetActorValue setav]" command in script to change the "[http://geckwiki.com/index.php?title=ActorValue#User_Defined_Actor_Values Actor Value]" for permanent changes or "[http://geckwiki.com/index.php?title=DamageActorValue DamageActorValue]" and "[http://geckwiki.com/index.php?title=RestoreActorValue RestoreActorValue]" for temporary changes to the "[http://geckwiki.com/index.php?title=Stats_List Stats List]". (See the GECK "[http://geckwiki.com/index.php?title=Actor_Value_Codes Actor Value Code]" list.)  Be careful about the scope of effect of your changes.  Read the warnings under "[http://geckwiki.com/index.php?title=ActorValue Actor Value]" carefully. 
: Set waiting to 0
+
 
: MyNPCREF.evp
+
There are ten "user defined/mod actor values". They have no defined game functions, but can be used by quests to establish permanent data on the actor. Keep in mind that setting one of the variables on an actor implicitly defines that variable for ALL actors, not just in your mod.  Using these values to store extra information has the potential to cause conflicts with other mods. <span style="color: red; background-color:#fff5f5;">If you need to store information on an actor, use a token (an unplayable, therefore invisible, piece of armour) instead.</span>
 
</div>
 
</div>
If you want the NPC to '''Follow Long''', you would do the following:
+
 
 +
<span id="Tip-InterruptCombat"></span>
 +
 
 +
====TIP Interrupt combat for dialog====
 +
: Thanks to '''clanky4''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
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style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
background-color:#424242;padding:3px;
+
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Suppose you want an NPC (once engaged) to interrupt combat in order to switch to some dialog: such as to offer to surrender when their HP drops low enough.  (An example of this is during the "Dog/God" fight in the kitchen of the Sierra Madre Casino, but that script is a mess to try to interpret.)
 +
 
 +
When the conditions for that interruption are correct, use the command:
 +
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style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray;
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background-color:#424242; padding:3px;"
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/* Remove the next four 'white-space' lines to restore default white-space processing. */
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white-space: pre-wrap;      /* css-3 */
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white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 +
white-space: -pre-wrap;      /* Opera 4-6 */
 +
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">
+
">PlayerRef.[http://geckwiki.com/index.php/StopCombatAlarmOnActor StopCombatAlarmOnActor]
: Set IsFollowingDefault to 0
+
</div>
: Set IsFollowingLong to 1
+
This ends the fighting flag for all enemies targeting the specified actor (e.g. PlayerRef). All hostile actors that are in combat with that actor will return to their normal routines. Now they can enter into dialog (or other activities such as a "run away" travel package).
: Set waiting to 0
+
 
: MyNPCREF.evp
+
If you wish to only stop the fighting flag for a single actor, refer to [http://geckwiki.com/index.php/StopCombat StopCombat].
 
</div>
 
</div>
: <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
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">(Also, on the NPC object: uncheck the ''no low-level processing'' box if they need to follow you through portals consistently.)</span>
 
  
And if you want the NPC to '''Wait''', you would do the following:
+
<span id="Tip-NPCMovement"></span>
 +
====TIP Making NPCs move aka AI Packages====
 +
: Thanks to '''madmongo''', '''EPDGaffney''', and '''FiftyTifty''' of the Nexus FalloutNV 'New Vegas GECK and Modders' and '''kingbeast88''' of the 'New Vegas Mod Troubleshooting' sub-forums for the following basic summary of how to get NPCs to move:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
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style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
background-color:#424242;padding:3px;
+
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">An NPC that just stands there typically is doing so because they don't have an [http://geckwiki.com/index.php?title=AI_Packages_Tab GECK: AI package] to run.
 +
 
 +
A typical companion will have a companion script which will have defined a number of [http://geckwiki.com/index.php?title=Category:Packages GECK: Packages]: a '''Follow''' default package, a '''Follow Long''' package, an '''Idle/Wait''' package, and a '''Non-hired''' package (they may use the same package for ''Wait'' and '''Non-hired''', like a ''sandbox'' type package, for example). Each of the packages must have a condition variable, which will typically be the equivalent of "'''if (''IsFollowingDefault'' == 1)'''" for the follow default package, or ''IsFollowingLong'' for the follow long package, or ''HasBeenHired'' is set to zero for the '''Not-hired''' ''sandbox'' (or whatever) package, and "'''if (''waiting'' == 1)'''" for the '''Wait''' package. If you don't have a condition, then the package will want to always run. Those variables (e.g. ''IsFollowingDefault'', ''IsFollowingLong'', etc.) all have to be defined in the NPC's script. You set the various variables to match what you want the character to do as the way you control which package is used, then do an ''[http://geck.bethsoft.com/index.php?title=EvaluatePackage EvaluatePackage] (.EVP)'' function on the NPC to get them to switch.
 +
 
 +
Function ''[http://geckwiki.com/index.php/ResetAI ResetAI]'' clears all current AI behaviors from an actor. Combat, pathing, and packages are re-evaluated.  This is a severe command that affects all AI behavior.  Usually, you just want to have an actor re-evaluate its current package. In that case, use ''EvaluatePackage'' instead.  (When using the number of "tokens" present in an Actor's inventory to control AI packages, one author found it necessary to use ''ResetAI'' instead of ''EVP'' in order to get their script to function correctly more often than the first time.  The cause behind this behavior is unknown.)
 +
 
 +
See also [http://geckwiki.com/index.php/How_Are_Packages_Evaluated How Are Packages Evaluated].
 +
 
 +
===== Following =====
 +
So, if you want your NPC to '''Follow''' you, it's necessary to script the following in the NPC's conversation quest (replace "MyNPCREF" with the NPC's actual Ref-ID, obviously):
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#424242;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
: Set IsFollowingDefault to 1
 +
: Set IsFollowingLong to 0
 +
: Set waiting to 0
 +
: MyNPCREF.evp
 +
</div>
 +
If you want the NPC to '''Follow Long''', you would do the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#424242;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
: Set IsFollowingDefault to 0
 +
: Set IsFollowingLong to 1
 +
: Set waiting to 0
 +
: MyNPCREF.evp
 +
</div>
 +
: <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">(Also, on the NPC object: uncheck the ''no low-level processing'' box if they need to follow you through portals consistently.)</span>
 +
 
 +
And if you want the NPC to '''Wait''', you would do the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#424242;padding:3px;
 
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">
 
">
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When you send someone away (i.e. "no longer hired" or "go home"), set the "GoHome" package to be a "sandbox" type instead of "travel", and they will automatically run off to the "home" location to sandbox there.  The game scripts often teleport actors to that location first when they want to avoid encountering "hostiles" enroute.  Be sure you first set the conditions you are using as appropriate (i.e. "not hired", "available for hire", etc.) before an ".EVP" command to take immediate effect.
 
When you send someone away (i.e. "no longer hired" or "go home"), set the "GoHome" package to be a "sandbox" type instead of "travel", and they will automatically run off to the "home" location to sandbox there.  The game scripts often teleport actors to that location first when they want to avoid encountering "hostiles" enroute.  Be sure you first set the conditions you are using as appropriate (i.e. "not hired", "available for hire", etc.) before an ".EVP" command to take immediate effect.
  
Be very careful using "[http://geck.technodeep.net/index.php/AddScriptPackage AddScriptPackage] <packagename>". In practice, whenever an NPC teleports (fast travel, goes through a door, etc) they tend to stop running whatever AI package was added through '''AddScriptPackage''', and then use a suitable sandbox package. It's a useful function for some things, but it won't work in cases like this (traversing cells).
+
Be very careful using "[http://geckwiki.com/index.php?title=AddScriptPackage AddScriptPackage] <packagename>". In practice, whenever an NPC teleports (fast travel, goes through a door, etc) they tend to stop running whatever AI package was added through '''AddScriptPackage''', and then use a suitable sandbox package. It's a useful function for some things, but it won't work in cases like this (traversing cells).
  
 
If your NPCs take off for parts unknown when following a package, make sure you have a "North Marker" placed in the cell.
 
If your NPCs take off for parts unknown when following a package, make sure you have a "North Marker" placed in the cell.
Line 2,193: Line 2,410:
 
</div>
 
</div>
  
<span id="Tip-NoDriver"></span>
+
<span id="Tip-LocatingVoices"></span>
==== TIP No sound driver available error message ====
+
==== TIP Locating voiced dialog ====
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
+
: Thanks to '''clanky4''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
">So, you keep getting an error message saying "Error: No sound driver available for use" every time you open the dialogue window.  What gives and how do you make it go away?
+
">When you want to edit or replace an existing Actor's voice file, how do you go about locating them?
  
It's not necessarily an audio driver problemIt doesn't matter where your '''GECK''' is installed.
+
You could try using the [https://www.nexusmod...egas/mods/63317 Lazy Voice Finder]Its a bit similar to the GECK in that you can load up ESM/ESP files to use dialogue data from.
  
The form in the '''GECK''' where you edit dialog is also where you record audio for that dialog. If you do not have a microphone or some sort of ''line input'' connected to your computer, the '''GECK''' can't find anything to record audio from and gives you that error.
+
For example, looking for Boone referring to his "beret":
 +
* Select "File | Open | '''FalloutNV.esm'''", and select the "OK" button.
 +
* Once it is done loading, type "beret" in the search bar and it'll show every dialogue line where an NPC says "beret".
 +
*: One of those is Boone, or more specifically "'''maleuniquecraigboone'''" saying "I'd really like my beret back, please."
 +
* <Right-click> on that selection and then select "Copy asset path" to get the proper location for the dialogue file. In this case:
 +
*: <code>sound\voice\falloutnv.esm\maleuniquecraigboone\vdialoguec_vdialoguecraigb_0015f1dd_1.ogg</code>
 +
*: You can also copy the '''dialogue file''' itself, as well as the '''lip file''', if you wanted those for anything.
 +
* Now from here all you'd need to do is place a '''.wav''' or '''.ogg''' file with the name you just located (e.g. "vdialoguec_vdialoguecraigb_0015f1dd_1") at the same location:
 +
*: <code>sound\voice\falloutnv.esm\maleuniquecraigboone</code>
 +
: to replace that bit of audio.
  
Plug in a microphone and the error will go away. Depending upon your version of '''Windows''', something other than a microphone (such as headphones) plugged into the line input will also make the error go away.
+
To replace the written dialogue bit you'd need to do some work in the GECK as outlined elsewhere in this section.
 +
</div>
  
Some audio drivers will have a ''virtual audio source'' of some sort that will be enough for the '''GECK''' to think that it has something to record from.  If nothing else, many audio drivers used to have a loopback so that they could record whatever was going out through the speakers. (Microsoft and the audio driver manufacturers have moved away from this since some folks were using it to illegally record the audio off of '''YouTube''' videos and the like.)
+
<span id="TIP-MultipleGreetings"></span>
 +
 
 +
====TIP Multiple Greetings====
 +
: Thanks to '''madmongo''' of the Nexus "Fallout New Vegas Mod Talk" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">When deciding what to say, your NPC will go down the list of greetings until it finds the first greeting for which all of the greeting's conditions are true.  If your only condition is that the character ID matches your NPC, then as soon as it hits the ''first'' greeting with that condition on the list, your NPC will always say that line and not any others.
 +
 
 +
There are different ways to make an NPC say different things. Many of the vanilla NPCs have the "say once" flag checked. They'll have a bunch of greetings, each with the say once flag, so the first time they'll say the first greeting, the second time they'll say the second, etc. Eventually they run out of greetings and they will then default to a greeting that doesn't have the say once flag set.
 +
 
 +
There is also a flag for them to say a particular line once per day.
 +
 
 +
If you want them to keep saying a line and not just say it once, another option is to have the line be checked as random. Then they'll pick a random greeting.
 +
 
 +
What is also done for more control in cases of multiple greetings like this is use a variable in the NPC's script. Then every time they say a given line, increment the variable so that they'll say the next line. When they reach the last line, reset the variable to zero (or whatever number starts your list). This guarantees that they'll say every line, but if you don't have many greetings and you speak to the NPC often you might notice the cycle. So there are advantages and disadvantages over using this compared to using a random greeting.
 +
 
 +
Of course you don't have to "walk the list".  The variable value is just another condition check that can be set by other scripts under desired circumstances; for example, after combat ends.
 +
 
 +
You can also add conditions to make them say different things. For example, you can check the time of day and have them say good morning, good afternoon, or good evening, or if your NPC is less pleasant you can make them say that they hate mornings if the hour is earlier than 10 am. If you are in a particular location, you can have the NPC check what cell they are in or you can check their distance to a particular marker. That way you can make them say "I love the smell of jet fuel in the morning!" every time they are in Nellis, for example.
 +
 
 +
Be creative and have fun.
 +
 
 +
See also TIPs [[#TIP_Random_NPC_Comments|Random NPC Comments]], [[#TIP_Say_Once_use|Say Once use]], and [[#TIP_Standard_Dialog|Standard Dialog]].
 +
</div>
 +
 
 +
<span id="Tip-NoDriver"></span>
 +
 
 +
==== TIP No sound driver available error message ====
 +
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">So, you keep getting an error message saying "Error: No sound driver available for use" every time you open the dialogue window.  What gives and how do you make it go away?
 +
 
 +
It's not necessarily an audio driver problem.  It doesn't matter where your '''GECK''' is installed.
 +
 
 +
The form in the '''GECK''' where you edit dialog is also where you record audio for that dialog. If you do not have a microphone or some sort of ''line input'' connected to your computer, the '''GECK''' can't find anything to record audio from and gives you that error.
 +
 
 +
Plug in a microphone and the error will go away. Depending upon your version of '''Windows''', something other than a microphone (such as headphones) plugged into the line input will also make the error go away.
 +
 
 +
Some audio drivers will have a ''virtual audio source'' of some sort that will be enough for the '''GECK''' to think that it has something to record from.  If nothing else, many audio drivers used to have a loopback so that they could record whatever was going out through the speakers. (Microsoft and the audio driver manufacturers have moved away from this since some folks were using it to illegally record the audio off of '''YouTube''' videos and the like.)
  
 
Look under the '''Windows''' "Control Panel | System | Sound | Input | Device Properties".  There should be a drop-down box in the "Device Properties" window that lets you enable various devices (e.g. "Stereo Mix (Realtek Audio)") that (regardless of whether they actually function or not) will be sufficient to get rid of the error message in '''GECK'''.
 
Look under the '''Windows''' "Control Panel | System | Sound | Input | Device Properties".  There should be a drop-down box in the "Device Properties" window that lets you enable various devices (e.g. "Stereo Mix (Realtek Audio)") that (regardless of whether they actually function or not) will be sufficient to get rid of the error message in '''GECK'''.
Line 2,270: Line 2,540:
  
 
Then put all the NPC's banter dialog into the topic called LocationBanter.  The '''location-specific responses''' all have a condition using the '''GetInCell''' function to tie them to specific places and are at the top of the topic's stack so they evaluate first but only trigger when the Player is at a specific location; they're also flagged with "once per day" so you don't get spammed by them. The bonus to this method is that you can have '''generic non-location-specific''' dialog at the BOTTOM of the topic's stack, so if the Player is NOT at a landmark, the NPC still makes amusing observations every now and again. (Plus you are not forced into dropping new objects in cells all over the game; it's just the script and the dialog.  Nice and tidy, easy to manage.)
 
Then put all the NPC's banter dialog into the topic called LocationBanter.  The '''location-specific responses''' all have a condition using the '''GetInCell''' function to tie them to specific places and are at the top of the topic's stack so they evaluate first but only trigger when the Player is at a specific location; they're also flagged with "once per day" so you don't get spammed by them. The bonus to this method is that you can have '''generic non-location-specific''' dialog at the BOTTOM of the topic's stack, so if the Player is NOT at a landmark, the NPC still makes amusing observations every now and again. (Plus you are not forced into dropping new objects in cells all over the game; it's just the script and the dialog.  Nice and tidy, easy to manage.)
 +
</div>
 +
 +
<span id="Tip-RecordVoice"></span>
 +
==== TIP Record new voice files ====
 +
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Adding original voiced dialog from within the '''GECK''' can make the process less painful.  The '''GECK''' will technically record from (accept as input) any standard '''Windows''' audio '''output''' source, but you do have to also have configured '''Windows''' with an '''input''' source (microphone).  See [https://manual.audacityteam.org/man/windows_accessing_the_windows_sound_controls.html#Accessing_the_Settings_dialog Accessing the Windows Sound Controls].
 +
 +
What is the '''GECK''' calling your primary sound driver?  Is that your sound card's output?  What happens if you try to record from that?
 +
 +
The problem that you are going to run into is that most sound drivers provided by default with '''Windows''' these days don't export the main audio as a device from which the '''GECK''' can record. If your sound driver can do it, then the '''GECK''' can use it.  (Check the audio vendor website for possible alternative drivers.)  It's often referred to in '''Windows''' as some sort of "loopback device" or "mixer" in the sound driver options and it is usually disabled by default.  The device name in '''Windows''' may not be obvious (such as "Stereo Mix" or "Wave Out Mix") so experimentation is usually required.
 +
 +
Once you have the '''GECK''' recognizing your audio input, you are ready to record.  But you will still need to create "lip files" as described in [[#TIP_Batch_Lip_file_generation|TIP Batch Lip file generation]].
 
</div>
 
</div>
  
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* [http://geckwiki.com/index.php/Creating_a_new_vendor Creating a new vendor] tutorial on creating dialog for a NPC's interaction with the player.
 
* [http://geckwiki.com/index.php/Creating_a_new_vendor Creating a new vendor] tutorial on creating dialog for a NPC's interaction with the player.
 
* [http://geckwiki.com/index.php/StartConversation StartConversation] command forces a conversation between two NPCs, starting with a specified topic.
 
* [http://geckwiki.com/index.php/StartConversation StartConversation] command forces a conversation between two NPCs, starting with a specified topic.
* [http://geck.technodeep.net/index.php/How_to_script_conversation_between_two_or_more_NPCs How to script conversation between two or more NPCs] tutorial.
+
* [http://geckwiki.com/index.php?title=How_to_script_conversation_between_two_or_more_NPCs How to script conversation between two or more NPCs] tutorial.
 
* [http://geckwiki.com/index.php/Category:Dialogue GECK Category: Dialogue] This page has a number of important points to bear in mind, such as flags and:
 
* [http://geckwiki.com/index.php/Category:Dialogue GECK Category: Dialogue] This page has a number of important points to bear in mind, such as flags and:
 
:* '''Prompt:''' This text will be displayed in place of the topic text. If left blank (as is default), the topic text will be used.
 
:* '''Prompt:''' This text will be displayed in place of the topic text. If left blank (as is default), the topic text will be used.
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* ''GREETING'' only shows up as an option in the ''topics tab'' of your Quest when you < right-click > on the '''Topics''' tab in the left-hand pane of the GECK "Object Window" under the "Actor Data/Quest" section; and then also select/highlight the ''info response'' field in the top right-hand pane: where it shows a piece of the text and conditions.  Then you go to that small "list box" on the right side labeled "Add Topic"  and < right-click > in there to select from the list of existing ''topics'', or select '''New''' to add a completely new one.  In case it isn't clear: this ''GREETING'' is the NPC's first response when the Player first initiates dialog.  If you enable (check) the "SayOnce" box, it does not appear again '''''for that Actor'''''.  It can appear for another Actor which meets any qualifying conditions.  Do not confuse it with ''Hello'' which is all actors' way to start conversations, but usually only between NPCs.
 
* ''GREETING'' only shows up as an option in the ''topics tab'' of your Quest when you < right-click > on the '''Topics''' tab in the left-hand pane of the GECK "Object Window" under the "Actor Data/Quest" section; and then also select/highlight the ''info response'' field in the top right-hand pane: where it shows a piece of the text and conditions.  Then you go to that small "list box" on the right side labeled "Add Topic"  and < right-click > in there to select from the list of existing ''topics'', or select '''New''' to add a completely new one.  In case it isn't clear: this ''GREETING'' is the NPC's first response when the Player first initiates dialog.  If you enable (check) the "SayOnce" box, it does not appear again '''''for that Actor'''''.  It can appear for another Actor which meets any qualifying conditions.  Do not confuse it with ''Hello'' which is all actors' way to start conversations, but usually only between NPCs.
 
* Once created, ''Hello'' and ''GOODBYE'' only show up as dialog options upon < right-click > on the '''Conversation''' tab and select ''Add Topic''.  They should be "top level", with a priority of 5.  ''Hello'' is generally used for conversations between two or more NPCs, without the Player.  ''GOODBYE'' is essential to be able to terminate a conversation.  If in the '''Topics''' tab you do not set up any topic flagged as ''GOODBYE'', the dialog will end with one of those ''GOODBYE''s from the '''Conversation''' tab.
 
* Once created, ''Hello'' and ''GOODBYE'' only show up as dialog options upon < right-click > on the '''Conversation''' tab and select ''Add Topic''.  They should be "top level", with a priority of 5.  ''Hello'' is generally used for conversations between two or more NPCs, without the Player.  ''GOODBYE'' is essential to be able to terminate a conversation.  If in the '''Topics''' tab you do not set up any topic flagged as ''GOODBYE'', the dialog will end with one of those ''GOODBYE''s from the '''Conversation''' tab.
 +
* If you want a character to say a GREETING response (the first thing any Actor will say when activating them) without activating '''Dialogue Mode''' (as in "freeze time, zoom in on their face"), check/enable the GOODBYE flag for the GREETING response.
 +
*: If you have multiple such type responses (for instance: for guards that just say "move along" or "I'm watching you") when the Player tries to talk to them and they shouldn't actually go into full dialog mode, make sure to also check the RANDOM flag.  Or you can use a script variable and a condition to check for it to cycle through a bunch of responses.  Just increment the script variable and make sure to wrap it around to the start when you reach the end of the dialog options. You can also set a variable and create an AI package using the appropriate (e.g. "eating") idle so that the Actor will only say "leave me alone, I'm eating" when they are actually eating.
 +
* For '''combat barks''', you need to use the default topics in the COMBAT tab of your quest.
 +
*: Use the vanilla companion control quest (VNPCFollowers) as a reference if you're wondering how to use each topic.
 
* You will need Voice "sound" (and corresponding Lip-Sync ".lip") files for your dialog lines so they take the appropriate amount of time before proceeding to the next line.  Otherwise they may appear to "skip" over some lines or cut each other off.  "Silent" sound files are common for this purpose when the actor is not voiced, but still needed to establish the timing.  See the [[#Sound and Voice Tools|Sound and Voice Tools]] section entries for the necessary tools.
 
* You will need Voice "sound" (and corresponding Lip-Sync ".lip") files for your dialog lines so they take the appropriate amount of time before proceeding to the next line.  Otherwise they may appear to "skip" over some lines or cut each other off.  "Silent" sound files are common for this purpose when the actor is not voiced, but still needed to establish the timing.  See the [[#Sound and Voice Tools|Sound and Voice Tools]] section entries for the necessary tools.
 
* Sort your list of dialog '''Topics''' by ''Priority''.  ("1" is highest, "100" is lowest.)  Place the ''GREETING''  and ''GOODBYE'' Topics at the top of the list.  '''Topics''' are processed from the top down until it finds the first one with all conditions "true".
 
* Sort your list of dialog '''Topics''' by ''Priority''.  ("1" is highest, "100" is lowest.)  Place the ''GREETING''  and ''GOODBYE'' Topics at the top of the list.  '''Topics''' are processed from the top down until it finds the first one with all conditions "true".
Line 2,763: Line 3,053:
 
(However, not all game data files are '''Master''' and '''Plugin''' files. Textures, meshes, sounds, videos, etc. are all part of the full game. More about these files elsewhere.)
 
(However, not all game data files are '''Master''' and '''Plugin''' files. Textures, meshes, sounds, videos, etc. are all part of the full game. More about these files elsewhere.)
  
'''Master''' files and '''Plugins''' are largely identical in format, but have some important distinctions in practice. The main practical difference is that '''GECK''' will not (natively) create '''Master''' files. Nor will it allow '''Plugin''' files to modify other '''Plugin''' files.  (The '''Extender''' and '''PowerUp''' addons overcome this limitation.)  However, be aware that when you change an ESP to an ESM, you can only do this properly in '''xEdit/FNVEdit''' so that the '''ONAM''' record is generated; otherwise overrides to cells will not work.  Additionally references by packages to ''markers'' and other scripted objects need to be '''''persistent''''' or they will not work in an ESM.  See the [http://geckwiki.com/index.php/Category:Data_Files GECK: Data Files] entry for more.
+
'''Master''' files and '''Plugins''' are largely identical in format, but have some important distinctions in practice. The main practical difference is that '''GECK''' will not (natively) create '''Master''' files. Nor will it allow '''Plugin''' files to modify other '''Plugin''' files.  (The '''Extender''' and '''PowerUp''' addons overcome this limitation.)  However, be aware that when you change an ESP to an ESM, you can only do this properly by setting the file header "master" flag in '''xEdit/FNVEdit''' (though now with the '''GECK Extender''' you don't need to change the extension so long as the "master" flag is set) so that the '''ONAM''' record is generated; otherwise overrides to cells will not work.  Additionally references by packages to ''markers'' and other scripted objects need to be '''''persistent''''' or they will not work in an ESM.  See the [http://geckwiki.com/index.php/Category:Data_Files GECK: Data Files] entry for more.
  
 
It sometimes helps to think of using ".ESM" files to ''add new things'', and ".ESP" files to ''change existing things or modify existing areas''.  Depending on how you create your "ESM", it might not modify existing things in-game. In other words, if there is an existing navmesh, an "ESP" will overwrite that navmesh, but an "ESM" might not. Similarly, if your "ESM" deletes an object (like a rock) it might work as an "ESP" but the rock might still be there as an "ESM".
 
It sometimes helps to think of using ".ESM" files to ''add new things'', and ".ESP" files to ''change existing things or modify existing areas''.  Depending on how you create your "ESM", it might not modify existing things in-game. In other words, if there is an existing navmesh, an "ESP" will overwrite that navmesh, but an "ESM" might not. Similarly, if your "ESM" deletes an object (like a rock) it might work as an "ESP" but the rock might still be there as an "ESM".
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==== GIMP Posters and Images ====
 
==== GIMP Posters and Images ====
 
* [[Gimp_create_old_weathered_posters_and_other_images|Gimp: create old weathered posters and other images]] Wiki.
 
* [[Gimp_create_old_weathered_posters_and_other_images|Gimp: create old weathered posters and other images]] Wiki.
 +
<span id="HowToSection"></span>
 
==== How to ''do something'' ====
 
==== How to ''do something'' ====
 
+
<span id="HowToAddLoadingScreens"></span>
<span id="Tip-GMSTs"></span>
+
===== How to add '''''Loading Screens''''' =====
===== How to change '''Game Settings''' aka '''GMSTs''' =====
+
: Thanks to '''jessesDRpepper''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
: Thanks to '''punchbattle''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">As one might expect, the game has many variables it uses in various functions and algorithms.  Where are these and how can you change themThey can be altered using either [http://www.nexusmods.com/newvegas/mods/34703/? xEdit/FNVEdit] (freeware) to edit '''GMST''' records or the '''GECK''' to change "Game Settings".
+
">How do you go about adding your own "loading screen" content to the game?  You know: the images behind the "splash screen" that appear as the game or the main menu or while your "save game" file is loading.
  
Example: Change "decapitation rates".
+
In concept they are simple "texture files" saved as DDS images in DXT1 format.  But getting them to be used by the game is not well documented.  Fortunately now there is the mod [https://www.nexusmods.com/newvegas/mods/69078 DIY Load Screens] (by '''DullCandle29'''), an ESP file which, to use it's own words, provides an:
 +
<blockquote>
 +
Empty template to "add" your own load screens. Not a replacer, nor a wallpaper collection. Simple step by step tutorials for how to do things are in the description. Optional example images provided.
 +
This mod will let you "add" (not replace) up to 1,199 additional loadscreens for you to personalize your loading experience.
 +
</blockquote>
 +
</div>
 +
 
 +
<span id="Tip-GMSTs"></span>
 +
===== How to change '''''Game Settings''' aka '''GMSTs''''' =====
 +
: Thanks to '''punchbattle''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">As one might expect, the game has many variables it uses in various functions and algorithms.  Where are these and how can you change them?  They can be altered using either [http://www.nexusmods.com/newvegas/mods/34703/? xEdit/FNVEdit] (freeware) to edit '''GMST''' records or the '''GECK''' to change "Game Settings".
 +
 
 +
Example: Change "decapitation rates".
 
Making your own mod file:
 
Making your own mod file:
 
# Open the '''GECK''', then go to the upper left menu and click "File | Data..."
 
# Open the '''GECK''', then go to the upper left menu and click "File | Data..."
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</div>
 
</div>
  
===== How to create a challenge =====
+
<span id="HowToChallenge"></span>
 +
===== How to create '''''a challenge''''' =====
 
* [[How_to_create_a_challenge|How to create a challenge]] Wiki.
 
* [[How_to_create_a_challenge|How to create a challenge]] Wiki.
  
===== How to create a message =====
+
<span id="HowToMessage"></span>
 +
===== How to create '''''a message''''' =====
 
* [[How_to_create_a_message|How to create a message]] Wiki.
 
* [[How_to_create_a_message|How to create a message]] Wiki.
  
===== How to create a perk =====
+
<span id="HowToPerk"></span>
 +
===== How to create '''''a perk''''' =====
 
* [http://youtu.be/BLRFMVQkpFQ GECK Tutorial - Perk (Ability)] Video by '''Seddon4494'''.
 
* [http://youtu.be/BLRFMVQkpFQ GECK Tutorial - Perk (Ability)] Video by '''Seddon4494'''.
 
* [http://youtu.be/62bHp1_PIdk GECK Tutorial - Perk (Entry Point)] Video by '''Seddon4494'''.
 
* [http://youtu.be/62bHp1_PIdk GECK Tutorial - Perk (Entry Point)] Video by '''Seddon4494'''.
 
* [[How_to_create_a_perk|How to create a perk]] Wiki article.
 
* [[How_to_create_a_perk|How to create a perk]] Wiki article.
  
===== How to create a Primative ''activators'' ''trigger volumes'' ''multibounds and occlusion planes'' =====
+
<span id="HowToPrimative"></span>
 +
===== How to create a '''''Primative'' - activators, trigger volumes, multibounds, and occlusion planes''' =====
 
* [http://geck.bethsoft.com/index.php?title=Creating_Primitives How to create a Primative (activators, trigger volumes, multibounds, and occlusion planes)] Wiki.
 
* [http://geck.bethsoft.com/index.php?title=Creating_Primitives How to create a Primative (activators, trigger volumes, multibounds, and occlusion planes)] Wiki.
 +
 +
<span id="Tip-InteriorOcclusion"></span>
 +
====== Tip Interior Occlusion problem ======
 +
: Thanks to '''FiftyTify''', '''Radioactivelad''', and '''placeholderthesteam''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following.
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Problem: Everything looks fine in the editor, but in game there's a really weird occlusion issue where the room isn't drawn when looking into it; and when inside only some parts of the room appear depending on where you stand and where you're looking.
 +
 +
This is the result of a feature called a [http://geckwiki.com/index.php?title=Room_Bounds_and_Portal_Basics Room Bound]; It's for performance optimization.
 +
 +
NOTE: You may need to enable the '''GECK''' "View" menu "Show/Hide" option to "show" additional options before you will see the "Portals and Rooms" option, which is usually hidden away.
 +
 +
There's a couple of ways to correct this:
 +
 +
* Resize the existing Room Bound to include the new section of your room. (May not be ideal depending on where it is.)
 +
* Add a new Room Bound for your new Room and attach a Portal between it and the existing Room Bound.
 +
* Regenerate the portals, which handles the occlusion culling via visibility of large proxy cubes. 
 +
 +
It might happen that a "Room Bound" on one side extends slightly into the room in question, and one portal alone is not sufficient.  In this case, placing another portal perpendicular to the troublesome one may fix it.
 +
</div>
  
 
<span id="Tip-TransparentActivators"></span>
 
<span id="Tip-TransparentActivators"></span>
 +
 
====== Tip Transparent Activators ======
 
====== Tip Transparent Activators ======
 
: Thanks to '''EPDGaffney''' and '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''EPDGaffney''' and '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
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</div>
 
</div>
  
=====  How to make a working pipboy icon =====
+
<span id="HowToIcon"></span>
 +
=====  How to make '''''a working pipboy icon''''''' =====
 +
* [http://www.nexusmods.com/newvegas/mods/65589?tab=description FNV Icon Tutorial - How to make icons with Inkscape] PDF and resources by '''ZuTheSkunk'''.  '''Inkscape''' is linked in the [[#Image_Tools|Image Tools]] portion of the [[#Programs_and_Tools|Programs and Tools]] section.
 
* [[How_to_make_a_working_pipboy_icon|How to make a working pipboy icon]] Wiki.
 
* [[How_to_make_a_working_pipboy_icon|How to make a working pipboy icon]] Wiki.
  
Line 2,913: Line 3,248:
 
</div>
 
</div>
  
===== How to Move a Quest NPC =====
+
<span id="HowToMoveNPC"></span>
 +
===== How to '''''Move a Quest NPC''''' =====
 
: Thanks to '''madmongo''' and '''kingbeast88''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
: Thanks to '''madmongo''' and '''kingbeast88''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
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background-color:#333333;padding:3px;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">Suppose you want an NPC's "home" to be changeable to a new location.  You can either place different xMarkers at the potential sites, or use a "creature" that is initially "disabled" for your Marker.  Static objects like the default XMarker object cannot be moved, but a "persistent creature" set as a "quest object" can be moved and assigned as a "marker".  Then drop the "marker/creature" in the new "home" cell. "Creature" positions are always updated in the game, whereas static objects are not, so you don't need to use the "enable/disable" trick to update their location.  You then assign a "GoHome" travel AI Package to the marker as it's destination, and another "sandbox behavior" AI Package to let it wander the immediate area of the marker.  See the wiki article [http://geck.technodeep.net/index.php/Bethsoft_Tutorial_NPC_population GECK: Bethsoft Tutorial NPC population].</div>
+
">Suppose you want an NPC's "home" to be changeable to a new location.  You can either place different xMarkers at the potential sites, or use a "creature" that is initially "disabled" for your Marker.  Static objects like the default XMarker object cannot be moved, but a "persistent creature" set as a "quest object" can be moved and assigned as a "marker".  Then drop the "marker/creature" in the new "home" cell. "Creature" positions are always updated in the game, whereas static objects are not, so you don't need to use the "enable/disable" trick to update their location.  You then assign a "GoHome" travel AI Package to the marker as it's destination, and another "sandbox behavior" AI Package to let it wander the immediate area of the marker.  See the wiki article [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_NPC_population GECK: Bethsoft Tutorial NPC population].</div>
  
 
<span id="NVSEPlugins"></span>
 
<span id="NVSEPlugins"></span>
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* [http://forums.nexusmods.com/index.php?/topic/274194-tutorial-how-to-create-a-new-radio-station/ GECK Tutorial - How to Create A New Radio Station] by '''DorostheConqueror'''.  Forum post. See [[#TIP-CallingFormat|TIP: Format to call a song]].
 
* [http://forums.nexusmods.com/index.php?/topic/274194-tutorial-how-to-create-a-new-radio-station/ GECK Tutorial - How to Create A New Radio Station] by '''DorostheConqueror'''.  Forum post. See [[#TIP-CallingFormat|TIP: Format to call a song]].
 
* [http://www.freesfx.co.uk/ Free Sound Effects] Web site.
 
* [http://www.freesfx.co.uk/ Free Sound Effects] Web site.
 +
* [http://freesound.org/ FreeSound.org] Web site for sharing 'Creative Commons' licensed sounds (including voices).
 
* [http://great78.archive.org/ The Great 78 Project] Web site.  About 78,000 (and growing) old 78 LP's ranging from 1898 till around some time in the 1950's.  But would-be users need to note the [http://archive.org/about/terms.php Terms of Use] required by the Internet Archive organization.  In short, their material is "free to access" but not particularly "free to distribute", and may be subject to various copyright laws.  Access is granted for scholarship and research purposes only.  It is your responsibility to ensure such legalities are complied with for individual titles.
 
* [http://great78.archive.org/ The Great 78 Project] Web site.  About 78,000 (and growing) old 78 LP's ranging from 1898 till around some time in the 1950's.  But would-be users need to note the [http://archive.org/about/terms.php Terms of Use] required by the Internet Archive organization.  In short, their material is "free to access" but not particularly "free to distribute", and may be subject to various copyright laws.  Access is granted for scholarship and research purposes only.  It is your responsibility to ensure such legalities are complied with for individual titles.
 
* [http://www.nexusmods.com/newvegas/mods/63052/? Silent Voice Generator by Enter_77] Mod.
 
* [http://www.nexusmods.com/newvegas/mods/63052/? Silent Voice Generator by Enter_77] Mod.
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* '''DorostheConqueror'''s text-based guide is slightly more comprehensive than Seddon's if I recall, but suffers from the same ''mono WAV'' file presumption, and the same adjustments apply.
 
* '''DorostheConqueror'''s text-based guide is slightly more comprehensive than Seddon's if I recall, but suffers from the same ''mono WAV'' file presumption, and the same adjustments apply.
 
* NOTE: Radio stations are similar to dialog in that their ''quests'' must be checkboxed to "start enabled".  If the ''quest'' isn't "active" the ''topics/songs'' will not play.
 
* NOTE: Radio stations are similar to dialog in that their ''quests'' must be checkboxed to "start enabled".  If the ''quest'' isn't "active" the ''topics/songs'' will not play.
 +
 +
===== Breaking News Flash =====
 +
: '''WarMachineDD7''' adds the following:
 +
 +
: The "Radio New Vegas" quest ('''RadioNewVegas''') keeps track of major events by having the quest for them modify a variable used in the '''RadioNewVegas''' quest. So for example, that quest has a variable called ''bKimballMOD'', and if the quest '''You'll Know It When It Happens (VMQ03)''' results with the Vertibird bomb exploding and killing Kimbal, then the '''VMQ03''' quest will change '''RadioNewVegas'''' ''bKimballMOD'' variable to "1".  Alternatively, if the player uses Jeremy Watson to kill Kimbal by placing C4 in his helmet, the '''VMQ03''' quest will change '''RadioNewVegas'''' ''bKimballMOD'' variable to "5", and so on and so forth for all 5 recognized possibilities for '''VMQ03'''. '''RadioNewVegas''' will use a different news report depending on the value of ''bKimballMOD''.
 +
 +
: One of the scripts that ends up changing '''RadioNewVegas''''s ''bKimballMOD'' variable is '''VHDKimballVertibirdScript'''. In other words, the vertibird's script will tell you if a bomb went off and killed Kimball.  (Presumably the other scripts that change it have to do with whoever takes the shot at Kimball or blows him up.)
 +
 +
: The same goes for the ''nStory'' variable in the '''RadioNewVegas''' quest. Each specific point in the story's quest moves that variable along for '''RadioNewVegas''' to react to. Those are the only two variables used for news flash tracking according to the '''RadioNewVegasSCRIPT'''.
 +
 +
: The other way to check on world events is with ''[https://geckwiki.com/index.php?title=Globals Global Variables]''. The result of a quest will have a line there at the end changing a global variable according to the result of a quest, which RadioNewVegas will use to see if the news story will trigger (they all start with "VStoryEvent", like ''VStoryEventMonorailDestroyed'' for example).
 +
 +
: You can use those same variables for your own radio station if you don't want to add new ones (in other words, when ''RadioNewVegas.bKimballMOD'' changes to "5", your radio mod can read that and play a different news flash, without having to insert your own variable). And you can also make different scripted events to catch something else happening in the world if you want to make another news flash, so you don't have to do it exactly like they did. The point is that something somewhere will change the variable that your radio mod will use to track the outcome of an event, and your radio will react with a news flash once it changes.
 
</div>
 
</div>
  
 
<span id="Tip-MusicAndDialog"></span>
 
<span id="Tip-MusicAndDialog"></span>
 +
 
==== TIP Music and Dialog ====
 
==== TIP Music and Dialog ====
 
: Thanks to '''Glenrhee''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''Glenrhee''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
Line 3,142: Line 3,493:
 
So what happens? You have someone shooting at you, and the further you get away, the less loud the sound gets. But then when you pass a certain distance, the shooting sound goes from nearly silent to relatively loud again.
 
So what happens? You have someone shooting at you, and the further you get away, the less loud the sound gets. But then when you pass a certain distance, the shooting sound goes from nearly silent to relatively loud again.
  
Using the 'getdistance player' console command, you can track the distance (measured in game units) between the shooting NPC and yourself. Approaching the 2400 unit distance the gunfire sound is almost silent. Then, upon increasing the distance between yourself and the NPC a little more, the louder distant shooting sound takes it's place.
+
Using the 'getdistance player' console command, you can track the distance (measured in [[Fallout 3/NV Game Units|game units]]) between the shooting NPC and yourself. Approaching the 2400 unit distance the gunfire sound is almost silent. Then, upon increasing the distance between yourself and the NPC a little more, the louder distant shooting sound takes it's place.
  
 
In the GECK Weapon record Form there are "attack sound" fields on two different tabs: "Art and Sound", and "Mod Info".
 
In the GECK Weapon record Form there are "attack sound" fields on two different tabs: "Art and Sound", and "Mod Info".
Line 3,322: Line 3,673:
 
* Now go to '''NifSkope''', and in the ''bsvaluenode'' entry you created, go to the "value" line and write the related '''Index number''' of the ''AddonNode'' you want the mesh to use.
 
* Now go to '''NifSkope''', and in the ''bsvaluenode'' entry you created, go to the "value" line and write the related '''Index number''' of the ''AddonNode'' you want the mesh to use.
 
The thread [http://forums.nexusmods.com/index.php?/topic/4522240-attaching-light-to-mesh/ Attaching light to mesh?] has an example of the before and after effect on an image.
 
The thread [http://forums.nexusmods.com/index.php?/topic/4522240-attaching-light-to-mesh/ Attaching light to mesh?] has an example of the before and after effect on an image.
 +
</div>
 +
 +
<span id="TIP-FloatingHead"></span>
 +
==== TIP Body part is floating ====
 +
: Thanks to '''AusAllerWelt''' of the Nexus "New Vegas GECK and Modders" forum for the basis of the folowing:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">This problem is sometimes seen with a "mashup" (such as placing a helmet from one plugin on a head from another). Sometimes you can fix it by "skinning" the body part and leaving the ''scene root'' where it is to have the result appear correctly.
 +
 +
There is a technique that allows a mesh to call for a bone without being skinned. (Details on how this works are "murky", but quite a lot of hats and headgear items use it in the game.)  For this the object needs to have its ''scene root'' in a specific position; or the bone "floats" at a distance from the rest of the body.
 +
 +
There is a bit of information about it in the [[Nifskope:_NiStringExtraData_guide | Nifskope: NiStringExtraData guide]].
 
</div>
 
</div>
  
Line 3,334: Line 3,699:
 
">When you want to change the header of your custom mesh from "NiNode" to "BSFadenode" (because it prevents your object from moving, etc.) or vice versa:
 
">When you want to change the header of your custom mesh from "NiNode" to "BSFadenode" (because it prevents your object from moving, etc.) or vice versa:
 
Select the '''NiNode''', <Right Click>, select "Block | Convert", and choose your node type.  
 
Select the '''NiNode''', <Right Click>, select "Block | Convert", and choose your node type.  
 +
</div>
 +
 +
<span id="Tip LightingPropertyFlags"></span>
 +
==== TIP Lighting Property Flags ====
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">The thread [http://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ BSLightingShaderProperty Basics"] has a "quick reference" guide and some links to additional information.
 
</div>
 
</div>
  
 
<span id="Tip-ModelMashups"></span>
 
<span id="Tip-ModelMashups"></span>
 +
 
==== TIP Merging parts from different source files ====
 
==== TIP Merging parts from different source files ====
 
: Thanks to '''madmongo''' and '''M48A5''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
: Thanks to '''madmongo''' and '''M48A5''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
Line 3,435: Line 3,810:
 
:* [[#Tip-DialogTabs|TIP: Standard Dialog.]]
 
:* [[#Tip-DialogTabs|TIP: Standard Dialog.]]
  
Refer back to the section [[#GECK_Form-ID,_Base-ID,_Ref-ID,_and_Editor-ID|GECK Form-ID, Base-ID, Ref-ID, and Editor-ID]] as necessary until the different types of "IDs" become second nature.  The distinctions are crucial to getting various script functions to work correctly.  They will primarily work with either ''Editor-ID'' or ''Reference-ID'' values.  They seldom work with both, but if so the syntax must be read carefully to determine which type of value is used for each parameter.
+
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
 +
* [http://geckwiki.com/index.php/Category:Conditions GECK Category: Conditions] GeckWiki.
 +
* [http://geckwiki.com/index.php/Category:Tutorials GECK Category: Tutorials page] GeckWiki.
 +
* [http://geckwiki.com/index.php/Adding_an_Options_Menu GECK: Adding an Options Menu Tutorial] GeckWiki.
 +
* [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Basic_Quest GECK: Bethsoft Tutorial Basic Quest] GeckWiki.
 +
* [http://www.nexusmods.com/newvegas/mods/45278/? GECK: Companion] Mod by '''Caprius'''.
 +
* [http://geckwiki.com/index.php/List_of_Global_Variables GECK: Global Variables List] GeckWiki.
 +
* [http://youtu.be/3Bauvvmo31g GECK: Making a Counter] (for tracking scripts.) Video (9:57) by ''' by Seddon4494'''.
 +
* [http://geckwiki.com/index.php/Notes GECK: Notes] GeckWiki.
 +
* [http://www.youtube.com/watch?v=zDE4yHOz0cQ GECK: Script to Spawn/Enable NPCs at a Certain Time] Video (2:28) by ''' Seddon4494'''.
 +
* [http://geckwiki.com/index.php/Scripting_for_Beginners GECK: Scripting for Beginners] GeckWiki.
 +
* [https://www.youtube.com/watch?v=19mppusqPzQ GECK Tutorial - Terminals]  Video (6:30) by ''' Seddon4494'''.
 +
* [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] Site.
 +
:* [http://geckwiki.com/index.php?title=Category:Functions_(FOSE) FOSE Functions] GeckWiki.
 +
:* [http://geckwiki.com/index.php?title=Complete_List_of_Functions_in_NVSE NVSE Functions] GeckWiki.
 +
:* [https://geckwiki.com/index.php?title=Category:Functions_(JIP) JIPLN NVSE Functions] GeckWiki.
 +
:* [https://geckwiki.com/index.php?title=Category:Functions_(JohnnyGuitar_NVSE) JohnnyGuitar NVSE Functions] GeckWiki.
 +
:* [http://www.cipscis.com/fallout/tutorials/detecting_keypresses.aspx Tutorial - NVSE: Detecting Keypresses] Wiki.
 +
* [http://fallout.fandom.com/wiki/Pip-Boy_3000 Pipboy Interface Tabs] Wiki.
 +
* [http://cs.elderscrolls.com/index.php?title=Performance_Problems TES: Script Performance Problems] Original TES Construction Set Wiki.  Some things on this site are obsolete information as regards the GECK.
 +
* [http://www.nexusmods.com/newvegas/mods/63880/? Timescale Pacemaker] Mod.
 +
* [http://tesalliance.org/forums/index.php?/topic/2318-how-to-make-a-terminal/ Tutorial - How to Make a Terminal in Fallout 3 DO something] Wiki.
 +
* [http://www.youtube.com/watch?v=RLrV-R_0hnY Tutorial - Making something happen every day] Video (5:19) by '''Seddon4494'''.
 +
* [http://www.youtube.com/watch?v=APnz-qdQxfQ Tutorial - Scripting Notes] Video (9:43) by '''Seddon4494'''.
 +
* [http://www.nexusmods.com/newvegas/mods/62777/? Unlocked MCM - Advanced MCM script templates] Mod by '''DoctaSax'''.
 +
* The following tutorials are found on an "Adult (18+) Only Access" site.
 +
:* [http://www.loverslab.com/topic/33181-scripting-in-fallout-new-vegas-for-dummies/ Scripting in Fallout New Vegas for Dummies] by '''tomm434'''.
 +
:* [http://www.loverslab.com/topic/4320-fallout-new-vegas-geck-scripting-help-101/ Fallout New Vegas GECK & Scripting Help 101] Thread.
 +
:* [http://www.loverslab.com/topic/26749-tutorial-nvse4-part-1-syntax-and-expressions/ NVSE4+: Syntax and Expressions - Part 1] by '''DoctaSax'''.
 +
:* [http://www.loverslab.com/topic/26802-tutorial-nvse4-part-2-user-defined-functions-udfs/ NVSE4+: User Defined Functions (UDFs) - Part 2] by '''DoctaSax'''.
 +
:* [http://www.loverslab.com/topic/26963-tutorial-nvse4-part-3-string-variables/ NVSE4+: String Variables - Part 3] by '''DoctaSax'''.
 +
:* [http://www.loverslab.com/topic/27076-tutorial-nvse4-part-4-array-variables/ NVSE4+: Array Variables] by '''DoctaSax'''.
 +
:* [http://www.loverslab.com/topic/39417-tutorial-nvse4-part-5-event-handlers-user-defined-events-udes/ NVSE4+: Event Handlers & User-Defined Events (UDEs) - Part 5] by '''DoctaSax'''.
 +
:* [http://www.loverslab.com/topic/22270-fnv-scripting-nx-variables/?hl=nvse4 FNV Scripting: NX Variables] by '''DoctaSax'''.
 +
 
 +
Refer back to the section [[#GECK_Form-ID,_Base-ID,_Ref-ID,_and_Editor-ID|GECK Form-ID, Base-ID, Ref-ID, and Editor-ID]] as necessary until the different types of "IDs" become second nature.  The distinctions are crucial to getting various script functions to work correctly.  They will primarily work with either ''Editor-ID'' or ''Reference-ID'' values.  They seldom work with both, but if so the syntax must be read carefully to determine which type of value is used for each parameter.
  
 
Even if you have another favorite text editor, strongly suggest using '''Notepad++''' along with the GECK specific syntax highlighters listed in the [[#Programs_and_Tools|Programs and Tools]] section.  These will catch most syntax errors, saving you a lot of grief.
 
Even if you have another favorite text editor, strongly suggest using '''Notepad++''' along with the GECK specific syntax highlighters listed in the [[#Programs_and_Tools|Programs and Tools]] section.  These will catch most syntax errors, saving you a lot of grief.
Line 3,452: Line 3,862:
 
But merely existing in a saved/compiled form means nothing towards having that script tell the game engine what to do.  You must attach it to something (based upon which one of the 3 types it is) to then have the script code interact with the other dynamic game code.
 
But merely existing in a saved/compiled form means nothing towards having that script tell the game engine what to do.  You must attach it to something (based upon which one of the 3 types it is) to then have the script code interact with the other dynamic game code.
  
 +
==== Scripting Assistance ====
 
* [http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] NVSE Plugin.  Project to extend GECK functionality and bug fixes.  Compatible with all NVSE script extender plugins.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red; background-color:#fff5f5;padding:3px;
 
* [http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] NVSE Plugin.  Project to extend GECK functionality and bug fixes.  Compatible with all NVSE script extender plugins.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red; background-color:#fff5f5;padding:3px;
 
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* [http://code.tutsplus.com/tutorials/top-15-best-practices-for-writing-super-readable-code--net-8118 Top 15 Best Practices for Writing Super Readable Code] HTML.
 
* [http://code.tutsplus.com/tutorials/top-15-best-practices-for-writing-super-readable-code--net-8118 Top 15 Best Practices for Writing Super Readable Code] HTML.
 
* [http://www.nexusmods.com/newvegas/mods/67395 RuntimeScriptProfiler] by '''lStewieAl - shadeMe'''.  An NVSE plugin to profile script execution. Ported from '''shadeMe''''s '''Oblivion''' plugin.  Use this to check how efficient your script is when running.
 
* [http://www.nexusmods.com/newvegas/mods/67395 RuntimeScriptProfiler] by '''lStewieAl - shadeMe'''.  An NVSE plugin to profile script execution. Ported from '''shadeMe''''s '''Oblivion''' plugin.  Use this to check how efficient your script is when running.
 
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
 
* [http://geckwiki.com/index.php/Category:Conditions GECK Category: Conditions] Wiki.
 
* [http://geckwiki.com/index.php/Category:Tutorials GECK Category: Tutorials page] Wiki.
 
* [http://geckwiki.com/index.php/Adding_an_Options_Menu GECK: Adding an Options Menu Tutorial]
 
* [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Basic_Quest GECK: Bethsoft Tutorial Basic Quest]
 
* [http://www.nexusmods.com/newvegas/mods/45278/? GECK: Companion by Caprius] Mod.
 
* [http://geckwiki.com/index.php/List_of_Global_Variables GECK: Global Variable]
 
* [http://youtu.be/3Bauvvmo31g GECK: Making a Counter by Seddon4494] (for tracking scripts.) Video.
 
* [http://geckwiki.com/index.php/Notes GECK: Notes]
 
* [http://www.youtube.com/watch?v=zDE4yHOz0cQ GECK: Script to Spawn/Enable NPCs at a Certain Time] Video.
 
* [http://geckwiki.com/index.php/Scripting_for_Beginners GECK: Scripting for Beginners] Wiki.
 
* [http://www.youtube.com/watch?v=APnz-qdQxfQ Tutorial - Scripting Notes] Video by '''Seddon4494'''.
 
* [http://www.youtube.com/watch?v=RLrV-R_0hnY Making something happen every day] Video by '''Seddon4494'''.
 
* [http://www.nexusmods.com/newvegas/mods/62777/? Unlocked MCM - Advanced MCM script templates] Mod by '''DoctaSax'''.
 
* [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] Site.
 
:* [http://www.gribbleshnibit.com/projects/NVSEDocs/# NVSE Documentation] by gribbleshnibit.
 
:* [http://geck.bethsoft.com/index.php?title=MessageBoxEx NVSE MessageBoxEx function] Wiki.
 
:* [http://geckwiki.com/index.php/Con_SCOF NVSE: Con_SCOF]
 
:* [http://geckwiki.com/index.php/Debug_Dumps NVSE: Debug Dumps]
 
:* [http://www.cipscis.com/fallout/tutorials/detecting_keypresses.aspx NVSE: Detecting Keypresses] Wiki.
 
:* [http://geckwiki.com/index.php/SetDebugMode NVSE: SetDebugMode]
 
* [http://fallout.gamepedia.com/Pip-Boy_3000 Pipboy Tabs]
 
* [http://cs.elderscrolls.com/index.php?title=Performance_Problems TES: Script Performance Problems] TES Construction Set Wiki.  Some things on this site are obsolete information as regards the GECK.
 
* [http://www.nexusmods.com/newvegas/mods/63880/? Timescale Pacemaker]
 
* The following tutorials are found on an "Adult (18+) Only Access" site.
 
:* [http://www.loverslab.com/topic/33181-scripting-in-fallout-new-vegas-for-dummies/ Scripting in Fallout New Vegas for Dummies] by tomm434.
 
:* [http://www.loverslab.com/topic/4320-fallout-new-vegas-geck-scripting-help-101/ Fallout New Vegas GECK & Scripting Help 101] Thread.
 
:* [http://www.loverslab.com/topic/26749-tutorial-nvse4-part-1-syntax-and-expressions/ NVSE4+: Syntax and Expressions - Part 1] by DoctaSax.
 
:* [http://www.loverslab.com/topic/26802-tutorial-nvse4-part-2-user-defined-functions-udfs/ NVSE4+: User Defined Functions (UDFs) - Part 2] by DoctaSax.
 
:* [http://www.loverslab.com/topic/26963-tutorial-nvse4-part-3-string-variables/ NVSE4+: String Variables - Part 3] by DoctaSax.
 
:* [http://www.loverslab.com/topic/27076-tutorial-nvse4-part-4-array-variables/ NVSE4+: Array Variables] by DoctaSax.
 
:* [http://www.loverslab.com/topic/39417-tutorial-nvse4-part-5-event-handlers-user-defined-events-udes/ NVSE4+: Event Handlers & User-Defined Events (UDEs) - Part 5] by DoctaSax.
 
:* [http://www.loverslab.com/topic/22270-fnv-scripting-nx-variables/?hl=nvse4 FNV Scripting: NX Variables] by DoctaSax.
 
  
 
==== '''TIP Best Practice'''  Do not begin EditorIDs with numbers ====
 
==== '''TIP Best Practice'''  Do not begin EditorIDs with numbers ====
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">Do not get careless when choosing how you "group" ([http://geck.technodeep.net/index.php/Encapsulation Encapsulate]) expressions in FNV scripting.  For instance, some functions need to be "encapsulated" using "(parentheses)", aka 'parens', in order to return a single value.  "Parens" around complete expressions are almost always not harmful and can help the line parser in determining the order in which to process multiple expression combinations on the same line.  (See [http://geck.technodeep.net/index.php/NVSE_Expressions NVSE Expressions] on operator precedence and overriding the default precedence.)  However, "[square brackets]" are exclusively used for handling arrays and NVSE string vars.  "{Curly Braces}" encapsulate a function as an argument to another function. (i.e. ''"if eval (somefunc <span style="color: red;">'''{'''</span>someotherfunc arg1 arg2<span style="color: red;">'''}'''</span> arg3)"'' ).  Mixing up their use can allow a script to compile, but fail the first time it is run.  Their different uses can often be easily overlooked when trying to determine why things are going wrong.  Best practice is to use "parens" unless you know you need to use something else.
+
">Do not get careless when choosing how you "group" ([http://geckwiki.com/index.php?title=Encapsulation Encapsulate]) expressions in FNV scripting.  For instance, some functions need to be "encapsulated" using "(parentheses)", aka 'parens', in order to return a single value.  "Parens" around complete expressions are almost always not harmful and can help the line parser in determining the order in which to process multiple expression combinations on the same line.  (See [http://geckwiki.com/index.php?title=NVSE_Expressions NVSE Expressions] on operator precedence and overriding the default precedence.)  However, "[square brackets]" are exclusively used for handling arrays and NVSE string vars.  "{Curly Braces}" encapsulate a function as an argument to another function. (i.e. ''"if eval (somefunc <span style="color: red;">'''{'''</span>someotherfunc arg1 arg2<span style="color: red;">'''}'''</span> arg3)"'' ).  Mixing up their use can allow a script to compile, but fail the first time it is run.  Their different uses can often be easily overlooked when trying to determine why things are going wrong.  Best practice is to use "parens" unless you know you need to use something else.
 
</div>
 
</div>
  
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Using commas to separate function parameters is actually preferable, especially when you use advanced NVSE scripting (CO, arrays, UDFs with dynamically constructed parameters in the call line). Much like extensive use of parentheses, it not only keeps things more readable for yourself, but prevents errors at compile or at run time. It isn't usually needed for simple code, but it's a good practice to get into for when it is needed, so let's please not advise against doing it.</div>
 
Using commas to separate function parameters is actually preferable, especially when you use advanced NVSE scripting (CO, arrays, UDFs with dynamically constructed parameters in the call line). Much like extensive use of parentheses, it not only keeps things more readable for yourself, but prevents errors at compile or at run time. It isn't usually needed for simple code, but it's a good practice to get into for when it is needed, so let's please not advise against doing it.</div>
  
 +
<span id="Tip-ShareVariables"></span>
 +
==== '''TIP Best Practice''' Sharing Variables between Scripts ====
 +
: Thanks to  the contributors to the [http://www.loverslab.com/topic/4320-fallout-new-vegas-geck-scripting-help-101/ Fallout New Vegas GECK & Scripting Help 101] forum on the (Age 18+ gated) "LoversLab.com" site for the basis of the following:
 +
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">When you want to share variables across more than one script, create a simple "Quest" with a name indicating it's purpose (e.g. "<MyCurrentQuest>VAR").  It doesn't need to do anything (i.e. it can be completely empty), but you need to enable the "StartGame enabled" checkbox.
 +
 +
Then create a new script to be run when that Quest starts, so name it something related like "<MyCurrentQuest>VARScript", and use the "Script Type" drop down list at the top right of the "Script Edit" shortcut icons to designate it as "Quest" type.
 +
 +
Now define any variables you want to use across more than one script or permit others to read for other Mods.
 +
 +
Important points to remember:
 +
* As a general practice: Declare all your variables at the top. If you declare them all over the place when you need them, you'll eventually regret it.
 +
 +
* Variables declared OUTSIDE the BEGIN blocks retain their value between runs, and in save games. Variables declared INSIDE a BEGIN block will be reset to 0 each time the script is run.  In this "variable declaration script" you do not need or want any "BEGIN/END" blocks.
 +
 +
* Prefix your variable with their "function type" to avoid confusion when using them in other scripts.
 +
 +
* Use "floats" (floating decimal values) or "ints" (integer values), but never "shorts".  The less you have to type the better, and using a "non-int" alias in the '''GECK''' language will cause confusion among those who know another programming language.  Don't expect a "short" to roll over at 32767 or 65535; it will roll over at 2-billion-something just like a regular signed integer. 
 +
 +
* Use prefixes for ''usage'' and ''functionality'', not "datatype".
 +
 +
* All numeric vars in the '''GECK''' language are signed (can be negative).
 +
 +
* When naming variables, try to be consistent. You don't need to adhere to any naming scheme other than what you like but stay consistent with whatever you do choose to use. Many programmers are "Hungarian Camel Case" users (e.g. "int iMyCount", "short sTheValue", "ref rTheNPC", etc.) following [http://en.wikipedia.org/wiki/Hungarian_notation#Systems_vs._Applications_Hungarian Hungarian notation].
 +
 +
* Strive to always put constants on the LEFT. "if (0 == foo)" is preferable to "if (foo == 0)". This is more important in other languages, but it's because statements are evaulated from left to right across a line of code. The practice comes from the C languages, where the first time you write "if (foo = 0)" when you meant "if (foo == 0)" you'll understand why.
 +
 +
* Use parenthesis generously, but judiciously. You can almost never have too many.
 +
 +
* Indent your code consistently (makes bug hunting easier). Settle on using spaces or tabs (spaces are heavily preferred as tab stops can vary in spacing on the same line) and stick to it.  If you expect to indent a lot, try to use no fewer than two spaces for readability.
 +
 +
* Try to be ''explicit'' at all times rather than ''implicit''.  Assuming that version X treats something one way can burn you when version Y changes the default behavior.  A good example is using a function without prefacing it with "Player.". While this may be assumed to be true, it can easily not be true depending on situation. So if you mean to run something on the player, be explicit and say so... never trust implicit compiler/interpreter behavior.
 +
 +
* Just because you can change something doesn't mean you should. There are tons of globals and gamesettings that can be altered with almost no effort on your part ... with horrible side effects and consequences for everyone else. Try to ALWAYS consider what repercussions your changes could have for other scripters and other modders.  Always try to remember that your playstyle isn't more or less important than everyone else's playstyle. Be considerate in your choices whenever possible.
 +
 +
* If you've created a mod and find yourself whining about how many bugs your users complain about and you end up spending a ton of time on support ... well, stop putting so many bugs into your mods!  Just remember one word: testing, testing, testing, testing, testing, testing, testing, testing, testing, testing, testing, TESTING. Each hour spent testing will eliminate 5+ hours of support. Well worth the time and effort.
 +
 +
* Document your mod somewhere.  Maybe not in the scripts themselves (due to size limits), but somewhere. Coming back to a mod you made two years ago can be harder than writing it from scratch. The more documentation you have, the easier maintaining a mod will be.
 +
 +
* Understand the block types and what functions can and should and can't and should NOT be used in each one. You can easily block thread execution with the wrong function and freeze a quest. Always give your code time to actually work. Many functions take longer than 1 pass (1 frame) to run. If in doubt, create stages and allow your script time to breathe.  (See [[#TIP_Block_Types_Multiple_vs_Single_Frame_processing|TIP Block Types Multiple vs Single Frame processing]].)
 +
 +
* NEVER NEVER NEVER use a local variable in a '''result script''' if you plan on it retaining a value. That includes ''quest stages, dialogue or any other small fragment of code'' that isn't in a script file. All of these scripts erase their variables after execution.  Also, these fragment scripts act on top of other variables, replacing their scope. So if you have a global named '''iMyCount''' and you declare '''int iMyCount''' in a fragment, you are blocking the global and replacing it with your variable while that fragment is running.  Whenever possible, avoid using local variables in a fragment unless they're "fire and forget" variables that do not need to retain any information.
 +
 +
There are many more tips from experienced scripters in that thread.  Check it out.
 +
</div>
 +
 
<span id="Tip-VariablePrefixes"></span>
 
<span id="Tip-VariablePrefixes"></span>
 +
 
==== '''TIP Best Practice'''  Type prefixes for Variables ====
 
==== '''TIP Best Practice'''  Type prefixes for Variables ====
 
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
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By bearing in mind "single" versus "multiple" frame block types, some "unexplained" code behavior can be understood and rectified.
 
By bearing in mind "single" versus "multiple" frame block types, some "unexplained" code behavior can be understood and rectified.
 +
</div>
 +
 +
<span id="Tip-CompanionInvenotry"></span>
 +
==== TIP Companion Inventory Weight ====
 +
: Thanks to '''user826''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 +
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">When attempting to use a hidden Actor as a storage container, it was discovered that calling "[ActorREF].GetAV InventoryWeight" always seemed to return zero, even if the hidden Actor was marked as a "companion".  The inventory can be accessed just fine but the weight cannot be determined.
 +
 +
The underlying problem is that (according to the [http://geckwiki.com/index.php?title=Inventory_Reference Inventory Reference] page of the '''GECKWiki''') "objects stored inside of the inventories of actors or containers are not ''references''".  As explained in that discussion, you are going to need '''NVSE''' to approximate them as temporary references within a loop which is iterating over the inventory.  "The temporary nature of inventory references require some extra care in their use. The contents of the source container should not be modified within the loop."
 +
 +
Note that Lutana added the function [http://geckwiki.com/index.php?title=GetInventoryWeight GetInventoryWeight] that "Returns the total weight of items in the inventory of a reference."  Try that instead of "GetAV" or the loop in the [http://geckwiki.com/index.php?title=Inventory_Reference Inventory Reference] page.
 +
 +
For those who want a "purely vanilla" based solution to limiting the inventory '''CarryWeight''' of the Actor, you can use "[ActorREF].ForceAV CarryWeight <amount>" to set their maximum carry capacity.  This causes the builtin engine process for an "overburdened" companion to be automatically triggered when their inventory exceeds their '''CarryWeight''' value.  In addition to playing their '''FollowersOverburdened''' dialog topic, a message pops up in the corner of the screen that says, "<Follower Name> can't carry any more" and the engine prevents you from placing any items into the follower's inventory that would put them over their '''CarryWeight''' limit.
 
</div>
 
</div>
  
 
<span id="Tip-CompilingScripts"></span>
 
<span id="Tip-CompilingScripts"></span>
 
 
==== TIP Compiling Scripts ====
 
==== TIP Compiling Scripts ====
 
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Just give this script, or rather your modified version of it, to your NPC in the dialog box where you define the NPC, under the ID and name. You probably know this already, but just making sure.
 
Just give this script, or rather your modified version of it, to your NPC in the dialog box where you define the NPC, under the ID and name. You probably know this already, but just making sure.
  
{The "kill" command is a shorthand name for the [http://geck.technodeep.net/index.php/KillActor KillActor] function.  You could use the "[ActorRef].command" syntax to make it explicitly clear who is the object of the command (being affected by it).  When the script is attached to an NPC via dialog, they become the implied "ActorRef".  Think of the "[ActorRef].command" syntax as "[subject].action [parameters]".  The "[]" are used to indicate it is an "optional" component of the function.}
+
{The "kill" command is a shorthand name for the [http://geckwiki.com/index.php?title=KillActor KillActor] function.  You could use the "[ActorRef].command" syntax to make it explicitly clear who is the object of the command (being affected by it).  When the script is attached to an NPC via dialog, they become the implied "ActorRef".  Think of the "[ActorRef].command" syntax as "[subject].action [parameters]".  The "[]" are used to indicate it is an "optional" component of the function.}
  
'''zzMongoCrucDead1REF''' is one of the beheaded NPCs. Basically, by using him as the killer, he gets blamed for all of the deaths and not the player or anyone else (prevents any factions from getting angry at the player or with other factions). "1" is the dismembered part, which in this case is the head. You'll want to change this for your exploded NPC. "-1" is the cause of death, which you will want to change to "0" for {an} explosion. The documentation for {the function} [http://geck.technodeep.net/index.php/GetCauseofDeath GetCauseofDeath] has a list of values for the cause of death.
+
'''zzMongoCrucDead1REF''' is one of the beheaded NPCs. Basically, by using him as the killer, he gets blamed for all of the deaths and not the player or anyone else (prevents any factions from getting angry at the player or with other factions). "1" is the dismembered part, which in this case is the head. You'll want to change this for your exploded NPC. "-1" is the cause of death, which you will want to change to "0" for {an} explosion. The documentation for {the function} [http://geckwiki.com/index.php?title=GetCauseofDeath GetCauseofDeath] has a list of values for the cause of death.
  
 
There are ready-to-use scripts available for several combinations of dismemberments in the GECK already.  To use them, drop a new cubic activator in the cell where you want to use it and point it to one of the "GenericDismembermentXXX" base forms. Then set its linked reference to the corpse that you want to dismember.
 
There are ready-to-use scripts available for several combinations of dismemberments in the GECK already.  To use them, drop a new cubic activator in the cell where you want to use it and point it to one of the "GenericDismembermentXXX" base forms. Then set its linked reference to the corpse that you want to dismember.
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">A [http://geck.technodeep.net/index.php/Dispel Dispel] function call often doesn't take effect immediately.  There is also a risk the spell will stick on any creature for which the code doesn't apply (depending upon the type of duration set, of course).  The following is a "good practice" trick for scripted spells (aka [http://geck.technodeep.net/index.php/Actor_Effect Actor Effect]) to keep in mind.
+
">A [http://geckwiki.com/index.php?title=Dispel Dispel] function call often doesn't take effect immediately.  There is also a risk the spell will stick on any creature for which the code doesn't apply (depending upon the type of duration set, of course).  The following is a "good practice" trick for scripted spells (aka [http://geckwiki.com/index.php?title=Actor_Effect Actor Effect]) to keep in mind.
  
 
At the end of your ''ScriptEffectStart'' Block:
 
At the end of your ''ScriptEffectStart'' Block:
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
">
When you want to do something affecting multiple Actors, such as providing a particular dialog option or behavior, instead of editing their scripts directly consider using an '''NVSE''' [http://geck.technodeep.net/index.php/Event_Handling Event Handler] instead (functionality added by '''NVSE 4.6+''').
+
When you want to do something affecting multiple Actors, such as providing a particular dialog option or behavior, instead of editing their scripts directly consider using an '''NVSE''' [http://geckwiki.com/index.php?title=Event_Handling Event Handler] instead (functionality added by '''NVSE 4.6+''').
  
 
'''EventHandlers''' provide the very powerful ability to "trick" the game engine into supplementing or overriding the limitations of the standard GECK "On<Event>" functions such as "OnAdd", "OnActivate", or "OnEquip" into running a script to emulate something else in a "User Defined Function" (UDF).  A simple example of this is the "Note EventHandler" script and UDF in [[#Tip-Notes|TIP: Passing a 'Note' to the player]], which is using this technique to "trick" the engine into running a script as if the note had been triggered by an "OnEquip" or "OnActivate" function without ever using either command. In this example instance: by a mouse click or key press in a menu instead.  See also [[#Tip-HotKeyEventHandler|Tip: EventHandler-HotKey]].
 
'''EventHandlers''' provide the very powerful ability to "trick" the game engine into supplementing or overriding the limitations of the standard GECK "On<Event>" functions such as "OnAdd", "OnActivate", or "OnEquip" into running a script to emulate something else in a "User Defined Function" (UDF).  A simple example of this is the "Note EventHandler" script and UDF in [[#Tip-Notes|TIP: Passing a 'Note' to the player]], which is using this technique to "trick" the engine into running a script as if the note had been triggered by an "OnEquip" or "OnActivate" function without ever using either command. In this example instance: by a mouse click or key press in a menu instead.  See also [[#Tip-HotKeyEventHandler|Tip: EventHandler-HotKey]].
 +
 +
An '''EventHandler''' is basically a '''UDF'''.  As such, local variables are reset every time you call a UDF again. It's a one-frame only script, and when it's done, it's done.  They do not "carry over" locally defined variable values between instances.  By the same token, each time it is called, it is "reset" automatically so you don't have to worry about "re-initializing" variables, parameters, and triggers.
 +
 +
Once an '''EventHandler''' has been registered in the game, it remains in the save game files until a "new game" is started.
  
 
Note that just using an '''EventHandler''' isn't sufficient.  The normal activation Event will still need to occur, usually by way of the [http://geckwiki.com/index.php/Activate Activate] function in your UDF. You have to disable interaction with the target Actor first if you want to prevent dialog, somehow.  With '''JIP LN NVSE''' you can use the [http://geckwiki.com/index.php/SetInteractionDisabled SetInteractionDisabled] function.
 
Note that just using an '''EventHandler''' isn't sufficient.  The normal activation Event will still need to occur, usually by way of the [http://geckwiki.com/index.php/Activate Activate] function in your UDF. You have to disable interaction with the target Actor first if you want to prevent dialog, somehow.  With '''JIP LN NVSE''' you can use the [http://geckwiki.com/index.php/SetInteractionDisabled SetInteractionDisabled] function.
Line 4,178: Line 4,624:
  
 
[http://geckwiki.com/index.php/GetSelf GetSelf] returns a Ref-ID that you can store in a reference variable, referring to the specific instance of it in-game.  ''GetSelf'' is only useful when this information is accessed externally, or when the scripted reference's Ref-ID needs to be passed as a parameter to a function like [http://geckwiki.com/index.php/PushActorAway PushActorAway].  This can be a problem with inventory objects because they are destroyed regularly.
 
[http://geckwiki.com/index.php/GetSelf GetSelf] returns a Ref-ID that you can store in a reference variable, referring to the specific instance of it in-game.  ''GetSelf'' is only useful when this information is accessed externally, or when the scripted reference's Ref-ID needs to be passed as a parameter to a function like [http://geckwiki.com/index.php/PushActorAway PushActorAway].  This can be a problem with inventory objects because they are destroyed regularly.
 +
</div>
 +
 +
<span id="TIP-LLNesting"></span>
 +
==== TIP Level Lists Nesting ====
 +
: Thanks to '''FiftyThifty''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">While it's known that you can "nest" a '''Level List''' inside of another "hosting" '''Level List''', it is less well known that the engine has a problem with nested lists added to lists which have individual items in "Fallout 3" [or "Tale of Two Wastelands (TTW)" merchants in the "District of Columbia" (DC) area].  So if you have (where "+>" means "hosting a nested"):
 +
<pre>
 +
Levelled List +> Levelled List +> Levelled List +> Items
 +
</pre>
 +
Adding items to the last one would be fine. But if you have:
 +
<pre>
 +
Levelled List +> Levelled List +> Levelled List + Items +> Levelled List (your added list)
 +
</pre>
 +
Your added Levelled List won't be processed.  This structure works as expected in other FNV circumstances.
 
</div>
 
</div>
  
Line 4,216: Line 4,680:
 
">When the game starts you may want to check for items introduced in DLCs (e.g. "HonestHearts") and store the results in a list.
 
">When the game starts you may want to check for items introduced in DLCs (e.g. "HonestHearts") and store the results in a list.
  
'''NVSE''''s ''[http://geck.technodeep.net/index.php/IsModLoaded IsModLoaded] "HonestHearts.esm"'' and ''[http://geck.technodeep.net/index.php/GetFormFromMod GetFormFromMod] "HonestHearts.esm" "xxxxxx"'' can't go wrong for such a thing.  (The quotation marks around the ''pluginName'' and ''hexFormID'' strings are required.)  Where "xxxxxx" are the last 6 digits of the FormIDs of the records you are concerned about.  The GECK displays them in a minimized column that you can stretch.
+
'''NVSE''''s ''[http://geckwiki.com/index.php?title=IsModLoaded IsModLoaded] "HonestHearts.esm"'' and ''[http://geckwiki.com/index.php?title=GetFormFromMod GetFormFromMod] "HonestHearts.esm" "xxxxxx"'' can't go wrong for such a thing.  (The quotation marks around the ''pluginName'' and ''hexFormID'' strings are required.)  Where "xxxxxx" are the last 6 digits of the FormIDs of the records you are concerned about.  The GECK displays them in a minimized column that you can stretch.
 +
 
 +
See also [[#ESM_and_ESP_Files| ESM and ESP Files]] entry about whether your mod should be a "master file" (ESM) or an ESP.
 
</div>
 
</div>
  
 
<span id="Tip-ModAdditionsList"></span>
 
<span id="Tip-ModAdditionsList"></span>
 +
 
==== TIP Mod Additions list ====
 
==== TIP Mod Additions list ====
 
: Thanks to '''DoctaSax''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
: Thanks to '''DoctaSax''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
Line 4,228: Line 4,695:
 
">Sometimes you want to know about all the additions of a particular type (such as 'weapons' for example) that a specific mod adds to the game.
 
">Sometimes you want to know about all the additions of a particular type (such as 'weapons' for example) that a specific mod adds to the game.
  
With the '''JIP LN NVSE''' plugin (which now since v40 incorporates the "Lutana" extensions) this is quite easy.  Use a combination of the [http://geck.technodeep.net/index.php/GetModIndex GetModIndex] and [http://geck.technodeep.net/index.php/GetLoadedTypeArray GetLoadedTypeArray] functions with [http://geck.technodeep.net/index.php/Form_Type_IDs Form Type IDs] code '40' ('Weapons'):
+
With the '''JIP LN NVSE''' plugin (which now since v40 incorporates the "Lutana" extensions) this is quite easy.  Use a combination of the [http://geckwiki.com/index.php?title=GetModIndex GetModIndex] and [http://geckwiki.com/index.php?title=GetLoadedTypeArray GetLoadedTypeArray] functions with [http://geckwiki.com/index.php?title=Form_Type_IDs Form Type IDs] code '40' ('Weapons'):
 
<pre>
 
<pre>
 
array_var aWeapons
 
array_var aWeapons
Line 4,236: Line 4,703:
 
let aWeapons := GetLoadedTypeArray 40, iIndex
 
let aWeapons := GetLoadedTypeArray 40, iIndex
 
</pre>
 
</pre>
 +
</div>
 +
 +
<span id="TIP-MultipleScriptEffects"></span>
 +
 +
==== TIP Multiple Script Effects  ====
 +
: Thanks to '''FiftyThifty''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Problem: when multiple ingestible items are used, that call their own script effect, only the first one is processed properly. Subsequent ingestibles used without closing the Pipboy and re-opening it after using a single ingestible, causes the item to be used and the menu to appear. But no actor is spawned.
 +
 +
Solution: Use JIP LN NVSE function [https://geckwiki.com/index.php?title=MessageBoxExAlt MessageBoxExAlt] at the ''ScriptEffectStart'' block to create the menu, which calls back to a [https://geckwiki.com/index.php?title=UDF User Defined Function (UDF)] script.  And it automatically passes the selected button to your script.
 +
 +
Example:
 +
<pre>
 +
scn SampleScript
 +
 +
Begin ScriptEffectStart
 +
  Print "Starting script effect"
 +
  MessageBoxExAlt MyUDFMenuChoiceScript "^Multiple Effects Menu^ |Effect-1|Effect-2|Effect-3"
 +
End
 +
</pre>
 +
 +
And the UDF has the button pressed to select a particular choice (passed as the  ''iButton'' parameter in the UDF function call example) checks block in it.
 +
 +
Now you have a menu without needing to use the Pipboy.  (Of course it needs to be dressed up a bit more with a way to exit the effect script.)
 
</div>
 
</div>
  
 
<span id="Tip-NPCWpnChoice"></span>
 
<span id="Tip-NPCWpnChoice"></span>
 +
 
==== TIP NPC Weapon Choice ====
 
==== TIP NPC Weapon Choice ====
 
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
Line 4,247: Line 4,742:
 
">When trying to force an NPC to use particular combat tactics (such a choice of Weapon) under specific circumstances, remember that the higher cyclic "Damage Per Second" (DPS) rate of the Weapon is what governs their choice; not the base "Damage" inflicted per shot.  {For Armor, it's "Damage Resistance" (DR) that governs.}  This is hard-coded into the game engine.
 
">When trying to force an NPC to use particular combat tactics (such a choice of Weapon) under specific circumstances, remember that the higher cyclic "Damage Per Second" (DPS) rate of the Weapon is what governs their choice; not the base "Damage" inflicted per shot.  {For Armor, it's "Damage Resistance" (DR) that governs.}  This is hard-coded into the game engine.
  
Consequently, in order to force the NPC to switch weapons, you may need to temporarily remove their current weapon and any alternative choices you don't want them to use, saving both the baseform of the removed weapon(s) and any timer using either a [http://geck.technodeep.net/index.php/Category:Tokens Token] or JIP's [https://geckwiki.com/index.php/Category:Auxiliary-Variable_Functions_(JIP) Auxvars] on the NPC in order to restore them after circumstances change again.  (Essentialy this is the same as the "reverse pickpocket" trick to cause an NPC to switch gear so you can steal what they had been wearing.)  See [[#TIP:_Timers|TIP: Timers]] regarding limitations which necessitate this "Token" or "AuxVars" approach.
+
Consequently, in order to force the NPC to switch weapons, you may need to temporarily remove their current weapon and any alternative choices you don't want them to use, saving both the baseform of the removed weapon(s) and any timer using either a [http://geckwiki.com/index.php?title=Category:Tokens Token] or JIP's [https://geckwiki.com/index.php/Category:Auxiliary-Variable_Functions_(JIP) Auxvars] on the NPC in order to restore them after circumstances change again.  (Essentialy this is the same as the "reverse pickpocket" trick to cause an NPC to switch gear so you can steal what they had been wearing.)  See [[#TIP:_Timers|TIP: Timers]] regarding limitations which necessitate this "Token" or "AuxVars" approach.
 
</div>
 
</div>
  
Line 4,294: Line 4,789:
 
* The "Note" object:
 
* The "Note" object:
  
From a modder’s perspective, it’s important to be aware that [http://geck.technodeep.net/index.php/Notes GECK: Notes] are different to standard items.  They store text, and that text will not receive an [http://geck.technodeep.net/index.php/Inventory_Reference inventory reference] like other ''objects'' / "pick-ups" and can never be dropped (though they can be removed in several less standard ways).  Additionally, "notes" can’t have a script attached to them directly, though there are several workarounds available.  (Most of the tutorials listed on the subject are addressing these workarounds.)
+
From a modder’s perspective, it’s important to be aware that [http://geckwiki.com/index.php?title=Notes GECK: Notes] are different to standard items.  They store text, and that text will not receive an [http://geckwiki.com/index.php?title=Inventory_Reference inventory reference] like other ''objects'' / "pick-ups" and can never be dropped (though they can be removed in several less standard ways).  Additionally, "notes" can’t have a script attached to them directly, though there are several workarounds available.  (Most of the tutorials listed on the subject are addressing these workarounds.)
  
 
However, like normal "pick-ups", "notes" can be assigned a model (mesh file) and an inventory ''icon'' that will be visible when being taken from a container (and '''not''' in the player’s Pip-Boy), when the mod creator has placed them in such containers.  Any model can be chosen, but it must have ''collision'' in order to be "picked up".  "Holotape" and "paper" models are most common.  If the "note" is to be "picked up" as a model outside of a container in the game world, no icon is necessary; and if the "note" is never to be seen in the game world, no model is needed.  If it would not be seen in a container or in a cell, then it wouldn't need either one.  
 
However, like normal "pick-ups", "notes" can be assigned a model (mesh file) and an inventory ''icon'' that will be visible when being taken from a container (and '''not''' in the player’s Pip-Boy), when the mod creator has placed them in such containers.  Any model can be chosen, but it must have ''collision'' in order to be "picked up".  "Holotape" and "paper" models are most common.  If the "note" is to be "picked up" as a model outside of a container in the game world, no icon is necessary; and if the "note" is never to be seen in the game world, no model is needed.  If it would not be seen in a container or in a cell, then it wouldn't need either one.  
Line 4,308: Line 4,803:
 
* Scripting with "Notes":
 
* Scripting with "Notes":
  
To add a "note" directly to the player’s [http://fallout.gamepedia.com/Pip-Boy_3000 Pipboy], use the ''[http://geck.technodeep.net/index.php/AddNote AddNote] <NoteID reference>'' function.  Unless the "note" is ever meant to be added in some other way (e.g. as an object dropped into the game world), a "note" added in this way will never be seen in the game world or any container and thus requires no icon or model.
+
To add a "note" directly to the player’s [http://fallout.gamepedia.com/Pip-Boy_3000 Pipboy], use the ''[http://geckwiki.com/index.php?title=AddNote AddNote] <NoteID reference>'' function.  Unless the "note" is ever meant to be added in some other way (e.g. as an object dropped into the game world), a "note" added in this way will never be seen in the game world or any container and thus requires no icon or model.
  
To trigger an '''OnAdd''' event when acquiring a "note", as one may be accustomed to doing with other items, a workaround is required.  A ‘dummy’ "item" must be placed in the game world or a container, and this item can’t be a "note" item.  It must be a separate form, which can be named the same as the relevant note (but can’t share the same '''EditorID'''), and this item can have a script attached to it with an '''OnAdd''' script block.  Then just drop it in a cell (the video [http://www.youtube.com/watch?v=APnz-qdQxfQ Tutorial - Scripting Notes] Video by '''Seddon4494''' covers three basic methods of accomplishing this); or use ''[http://geck.technodeep.net/index.php/AddNote AddNote] <NoteID reference>'' in a (running) script somewhere (such as a dialog ''End Result Script'') to proactively get it into the Player's inventory instead of waiting for the Player to pick up the ''item''.  (See the figure [[:File:EPDGaffney_NoteObject.png|NoteObject]].  {{Thumbnail_enlargement_message}})
+
To trigger an '''OnAdd''' event when acquiring a "note", as one may be accustomed to doing with other items, a workaround is required.  A ‘dummy’ "item" must be placed in the game world or a container, and this item can’t be a "note" item.  It must be a separate form, which can be named the same as the relevant note (but can’t share the same '''EditorID'''), and this item can have a script attached to it with an '''OnAdd''' script block.  Then just drop it in a cell (the video [http://www.youtube.com/watch?v=APnz-qdQxfQ Tutorial - Scripting Notes] Video by '''Seddon4494''' covers three basic methods of accomplishing this); or use ''[http://geckwiki.com/index.php?title=AddNote AddNote] <NoteID reference>'' in a (running) script somewhere (such as a dialog ''End Result Script'') to proactively get it into the Player's inventory instead of waiting for the Player to pick up the ''item''.  (See the figure [[:File:EPDGaffney_NoteObject.png|NoteObject]].  {{Thumbnail_enlargement_message}})
 
You can (if you wish; it's not required) then have your script remove the ‘dummy’ "item" (whose only purpose is to provide a flexible anchor for the note) from their inventory, and add the text/image/sound of the note (e.g. "FCRaiderNote" in the example below) to the player. It will then appear in their Pipboy "Data" tab under "Notes".
 
You can (if you wish; it's not required) then have your script remove the ‘dummy’ "item" (whose only purpose is to provide a flexible anchor for the note) from their inventory, and add the text/image/sound of the note (e.g. "FCRaiderNote" in the example below) to the player. It will then appear in their Pipboy "Data" tab under "Notes".
  
For more on the subject see the [http://geck.technodeep.net/index.php/Bethsoft_Tutorial_Basic_Quest Bethsoft Tutorial Basic Quest] article.
+
For more on the subject see the [http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Basic_Quest Bethsoft Tutorial Basic Quest] article.
  
 
Example script attached to the game world "item" (e.g. the "holotape"):<pre>
 
Example script attached to the game world "item" (e.g. the "holotape"):<pre>
Line 4,331: Line 4,826:
 
* [http://geckwiki.com/index.php/MessageBoxExAlt MessageBoxExAlt] (JIP LN)
 
* [http://geckwiki.com/index.php/MessageBoxExAlt MessageBoxExAlt] (JIP LN)
  
(However, as these constantly are updated and added to, the mod creator is advised to search the list of functions on the [http://geckwiki.com/index.php/Main_Page Community Wiki] site lists of [http://geckwiki.com/index.php/Complete_List_of_Functions_in_NVSE NVSE] and [http://geck.technodeep.net/index.php/Category:Functions_(JIP) JIP LN] functions.  The "official" Bethesda GECK Wiki is not getting those updates to it's function list.)
+
(However, as these constantly are updated and added to, the mod creator is advised to search the list of functions on the [http://geckwiki.com/index.php/Main_Page Community Wiki] site lists of [http://geckwiki.com/index.php/Complete_List_of_Functions_in_NVSE NVSE] and [http://geckwiki.com/index.php?title=Category:Functions_(JIP) JIP LN] functions.  The "official" Bethesda GECK Wiki is not getting those updates to it's function list.)
  
 
'''MessageEx''' and '''MessageBoxEx''' are NVSE functions and allow one to pass the text directly, which is very convenient, but they don't give any options and '''MessageBoxEx''' does not offer the ability to "title" the message.  The other two are JIP functions that improve upon this greatly.
 
'''MessageEx''' and '''MessageBoxEx''' are NVSE functions and allow one to pass the text directly, which is very convenient, but they don't give any options and '''MessageBoxEx''' does not offer the ability to "title" the message.  The other two are JIP functions that improve upon this greatly.
Line 4,341: Line 4,836:
 
"Notes" are only ''Activators'' if they're being picked up via activating a note's "in-game World model", such as a "holotape" on a table.  In a container or when added via script, they are just "Notes".  (Technically, all pick-ups are ''activators'' that are disabled on activating them and an inventory reference is added to the player's container; with the exception of "notes", which have no inventory reference but are still added to the '''Pip-boy''', and their ''activator'' is still destroyed.)
 
"Notes" are only ''Activators'' if they're being picked up via activating a note's "in-game World model", such as a "holotape" on a table.  In a container or when added via script, they are just "Notes".  (Technically, all pick-ups are ''activators'' that are disabled on activating them and an inventory reference is added to the player's container; with the exception of "notes", which have no inventory reference but are still added to the '''Pip-boy''', and their ''activator'' is still destroyed.)
  
The advantage of [http://geck.technodeep.net/index.php/Event_Handling EventHandling] (added by the '''NVSE''') is that it can "fake" using a standard activator "event" such as '''OnEquip''', but instead trigger when you desire and the standard event isn't otherwise permitted; such as when a key or button is pressed in a menu.  "An event handler allows response to game events, without having to attach scripts directly to objects.  Instead, the scripter uses [http://geck.technodeep.net/index.php/SetEventHandler SetEventHandler] to register a [http://geck.technodeep.net/index.php/User_Defined_Function User Defined Function (UDF)] as a handler for a specific event. When an event occurs during gameplay, NVSE will invoke any handlers that correspond to it, passing information about the event to their function through its arguments." [Source - Community GeckWiki]  See [[#Tip-EventHandler | TIP: Don't overlook EventHandlers.]]
+
The advantage of [http://geckwiki.com/index.php?title=Event_Handling EventHandling] (added by the '''NVSE''') is that it can "fake" using a standard activator "event" such as '''OnEquip''', but instead trigger when you desire and the standard event isn't otherwise permitted; such as when a key or button is pressed in a menu.  "An event handler allows response to game events, without having to attach scripts directly to objects.  Instead, the scripter uses [http://geckwiki.com/index.php?title=SetEventHandler SetEventHandler] to register a [http://geckwiki.com/index.php?title=User_Defined_Function User Defined Function (UDF)] as a handler for a specific event. When an event occurs during gameplay, NVSE will invoke any handlers that correspond to it, passing information about the event to their function through its arguments." [Source - Community GeckWiki]  See [[#Tip-EventHandler | TIP: Don't overlook EventHandlers.]]
  
 
These two scripts provide a functional example of a "Note EventHandler" script and UDFscript.<br>
 
These two scripts provide a functional example of a "Note EventHandler" script and UDFscript.<br>
Line 4,401: Line 4,896:
 
">The "Category" field of the '''Recipe Editor''' window determines where the "recipe" is utilized (i.e. "the crafting station"), so it does NOT appear in the [http://fallout.gamepedia.com/Pip-Boy_3000 Pipboy] "Data" tab under "Notes".  It can be added to the game in the same manner as other "notes".
 
">The "Category" field of the '''Recipe Editor''' window determines where the "recipe" is utilized (i.e. "the crafting station"), so it does NOT appear in the [http://fallout.gamepedia.com/Pip-Boy_3000 Pipboy] "Data" tab under "Notes".  It can be added to the game in the same manner as other "notes".
  
It is worth observing that a "[http://geck.technodeep.net/index.php/Recipe_Entry Recipe]" is a form type of structured list which is used to allow the player to craft items at workbenches, campfires, and reloading benches.  (The form list appears in the '''GECK''' "Object Window" under "Miscellaneous | Recipe".)  If you include a "note" (as simple as "This is a recipe to <do something>") in the "Ingredients" tab of the recipe, it will be a single use "consumed" item unless you also include that note in the "Output" tab as well.  (Anything not listed in the "Output" tab is "consumed" in creating the recipe item.  See "NVDLC03RecipeSkillBookBarter<Recipe|Note|Script>" in the "Old World Blues" DLC for an example of their use to create a SkillBook.)  The "Note" form is used as a "requirement" for that recipe.  As such it can use the same "holotape" or other "misc. item" images.
+
It is worth observing that a "[http://geckwiki.com/index.php?title=Recipe_Entry Recipe]" is a form type of structured list which is used to allow the player to craft items at workbenches, campfires, and reloading benches.  (The form list appears in the '''GECK''' "Object Window" under "Miscellaneous | Recipe".)  If you include a "note" (as simple as "This is a recipe to <do something>") in the "Ingredients" tab of the recipe, it will be a single use "consumed" item unless you also include that note in the "Output" tab as well.  (Anything not listed in the "Output" tab is "consumed" in creating the recipe item.  See "NVDLC03RecipeSkillBookBarter<Recipe|Note|Script>" in the "Old World Blues" DLC for an example of their use to create a SkillBook.)  The "Note" form is used as a "requirement" for that recipe.  As such it can use the same "holotape" or other "misc. item" images.
  
 
[[File:EPDGaffney_RecipeNote.png|thumbnail|100px|RecipeNote_Fig-01]]
 
[[File:EPDGaffney_RecipeNote.png|thumbnail|100px|RecipeNote_Fig-01]]
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
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">It seems a shame that the [http://geck.technodeep.net/index.php/Entry_Point Entry Point] feature of Perk objects is not available via [http://geck.technodeep.net/index.php/Actor_Effect Actor Effect].  But you can perform a "reverse entry point" check to get the same effect ... if it is only the target the Player is shooting at that is of interest.
+
">It seems a shame that the [http://geckwiki.com/index.php?title=Entry_Point Entry Point] feature of Perk objects is not available via [http://geckwiki.com/index.php?title=Actor_Effect Actor Effect].  But you can perform a "reverse entry point" check to get the same effect ... if it is only the target the Player is shooting at that is of interest.
  
 
To accomplish an reduction to damage (-80%) only upon hitting a target's head while wearing the "MyHelmet" piece of armor, you would select menu sequence (just as an example):
 
To accomplish an reduction to damage (-80%) only upon hitting a target's head while wearing the "MyHelmet" piece of armor, you would select menu sequence (just as an example):
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">'''MenuMode''' lets you specify which menu (or menus, in some cases) should run your script.  '''MenuMode 4''' is the main menu of '''New Vegas''' and was added in '''JIP LN NVSE''' at some point.  It's the most reliable place to run pre-load scripts (before a "save game" file is loaded) in the experience of many, provided they're running on base forms, setting event handlers, and so on and so forth.  Obviously, references and other things that are baked into the save data won't be accessible until you load a game.
 
">'''MenuMode''' lets you specify which menu (or menus, in some cases) should run your script.  '''MenuMode 4''' is the main menu of '''New Vegas''' and was added in '''JIP LN NVSE''' at some point.  It's the most reliable place to run pre-load scripts (before a "save game" file is loaded) in the experience of many, provided they're running on base forms, setting event handlers, and so on and so forth.  Obviously, references and other things that are baked into the save data won't be accessible until you load a game.
 +
 +
[Edit: There is now the "[http://www.nexusmods.com/newvegas/mods/69071?tab=description JIP LN NVSE script runner]" function available which can initialize mods without running quests, ''GetGameRestarted'', or ''MenuMode 4'' that you may wish to consider.]
  
 
Also, tangentially related, pretty much anything that gets done to a base form will be undone once the session is exited.  (See the section on [[#GECK Form-ID, Base-ID, Ref-ID, and Editor-ID|GECK Form-ID, Base-ID, Ref-ID, and Editor-ID]] if you need a refresher on the differences.)  That includes form lists, models, collision, AI, items added to a base form's inventory, and anything else you can think of that gets done to a base form.  However, references spawned with these scripts running may or may not retain the effects (they usually don't, but inventory stuff will stick, in the case of most functions, because that gets baked into the save data, whereas something like whether or not a base form's combat is disabled is not saved in a save file).
 
Also, tangentially related, pretty much anything that gets done to a base form will be undone once the session is exited.  (See the section on [[#GECK Form-ID, Base-ID, Ref-ID, and Editor-ID|GECK Form-ID, Base-ID, Ref-ID, and Editor-ID]] if you need a refresher on the differences.)  That includes form lists, models, collision, AI, items added to a base form's inventory, and anything else you can think of that gets done to a base form.  However, references spawned with these scripts running may or may not retain the effects (they usually don't, but inventory stuff will stick, in the case of most functions, because that gets baked into the save data, whereas something like whether or not a base form's combat is disabled is not saved in a save file).
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<span id="Tip=QuestAdvancement"></span>
 
<span id="Tip=QuestAdvancement"></span>
 +
 
==== TIP Quest Advancement ====
 
==== TIP Quest Advancement ====
 
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum and '''RangerBoo''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
 
: Thanks to '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum and '''RangerBoo''' of the Nexus Fallout "Mod Troubleshooting" forum for the basis of the following:
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Sections of code that are described as "Blocks" have a statement that signals the beginning (e.g. a "Begin" or an "IF" statement) and one that terminates the block (e.g. an "End" or "EndIf" statement respectively).  Be careful that you use the correct block terminator in the correct place or your scripts will either prematurely halt processing or runaway from your control (infinite loops).
 
Sections of code that are described as "Blocks" have a statement that signals the beginning (e.g. a "Begin" or an "IF" statement) and one that terminates the block (e.g. an "End" or "EndIf" statement respectively).  Be careful that you use the correct block terminator in the correct place or your scripts will either prematurely halt processing or runaway from your control (infinite loops).
  
Other Blocks within a "GameMode" block are typically dealing with "Events" triggered by the Player: OnActivate, OnAdd, OnDeath, OnEquip, etc; which are also terminated with an "End" statement.  Use "nesting" indentation to keep track of which "terminators" belong to which "beginnings".  This not only makes it easier to read but also to track that each "Beginning" has an "Ending".  It is possible for such "Events" to be triggered by NPCs.  (See the GECK tutorial [http://geck.technodeep.net/index.php/How_to_script_conversation_between_two_or_more_NPCs How to script conversation between two or more NPCs].)
+
Other Blocks within a "GameMode" block are typically dealing with "Events" triggered by the Player: OnActivate, OnAdd, OnDeath, OnEquip, etc; which are also terminated with an "End" statement.  Use "nesting" indentation to keep track of which "terminators" belong to which "beginnings".  This not only makes it easier to read but also to track that each "Beginning" has an "Ending".  It is possible for such "Events" to be triggered by NPCs.  (See the GECK tutorial [http://geckwiki.com/index.php?title=How_to_script_conversation_between_two_or_more_NPCs How to script conversation between two or more NPCs].)
  
 
The point is such "Events" need to be detected and reactions initiated within a "GameMode" Block.  If your Quest or Dialog is not advancing, it is likely because you do not have the initiating conditions being detected within such a block, and hence you are not getting the response (such as another script or "AI package") started.
 
The point is such "Events" need to be detected and reactions initiated within a "GameMode" Block.  If your Quest or Dialog is not advancing, it is likely because you do not have the initiating conditions being detected within such a block, and hence you are not getting the response (such as another script or "AI package") started.
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">Leave [http://geck.technodeep.net/index.php/Special_Variables Special variables]' '''''fQuestDelayTime''''' alone.  That sets the default quest delay for every quest in the game.  Try using function [http://geck.technodeep.net/index.php/SetQuestDelay SetQuestDelay] instead.</div>
+
">Leave [http://geckwiki.com/index.php?title=Special_Variables Special variables]' '''''fQuestDelayTime''''' alone.  That sets the default quest delay for every quest in the game.  Try using function [http://geckwiki.com/index.php?title=SetQuestDelay SetQuestDelay] instead.</div>
  
 
<span id="Tip-QuestSelfStopping"></span>
 
<span id="Tip-QuestSelfStopping"></span>
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<blockquote>
 
<blockquote>
Exterior cells belong to a world space, and are part of that world space's landscape, which is basically a grid that extends infinitely in all directions. Each exterior cell is 4096 units by 4096 units or 192 feet by 192 feet or 58.5 meters by 58.5 meters. Each vertex in an exterior cell is 128 units apart - the same height roughly, as a human biped, or about 6 feet.
+
Exterior cells belong to a world space, and are part of that world space's landscape, which is basically a grid that extends infinitely in all directions. Each exterior cell is 4096 [[Fallout 3/NV Game Units|game units]] by 4096 units or 192 feet by 192 feet or 58.5 meters by 58.5 meters. Each vertex in an exterior cell is 128 units apart - the same height roughly, as a human biped, or about 6 feet.
  
 
All exterior cells are automatically given a grid number that represents their X,Y coordinate starting from the center of the world space at coordinate 0,0. Cells to the right of 0,0 have a positive X coordinate. Cells above 0,0 have a positive Y coordinate. ...  [http://geckwiki.com/index.php/GetInGrid GetInGrid] is similar to [http://geckwiki.com/index.php/GetInSameCell GetInSameCell], but checks a grid of cells, making it useful for exteriors. Returns true (1) if the specified reference is within the grid of cells centered on the player, the size of which is specified by ''depth''. ''Depth'' defaults to 0, a value of -1 will use the ''uGrids to load'' setting. Added by NVSE 4.6.
 
All exterior cells are automatically given a grid number that represents their X,Y coordinate starting from the center of the world space at coordinate 0,0. Cells to the right of 0,0 have a positive X coordinate. Cells above 0,0 have a positive Y coordinate. ...  [http://geckwiki.com/index.php/GetInGrid GetInGrid] is similar to [http://geckwiki.com/index.php/GetInSameCell GetInSameCell], but checks a grid of cells, making it useful for exteriors. Returns true (1) if the specified reference is within the grid of cells centered on the player, the size of which is specified by ''depth''. ''Depth'' defaults to 0, a value of -1 will use the ''uGrids to load'' setting. Added by NVSE 4.6.
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">Timers are generally based upon the [http://geck.technodeep.net/index.php/GetSecondsPassed GetSecondsPassed] function, which returns the number of real life (not game) seconds that have passed since this function was last called by the calling script (i.e. it always "counts up").  Things to bear in mind:
+
">Timers are generally based upon the [http://geckwiki.com/index.php?title=GetSecondsPassed GetSecondsPassed] function, which returns the number of real life (not game) seconds that have passed since this function was last called by the calling script (i.e. it always "counts up").  Things to bear in mind:
 
* Function will only work in ''Quest scripts''; and inside the ''GameMode'' and ''MenuMode Blocks'' of an ''Object/Effect script''.
 
* Function will only work in ''Quest scripts''; and inside the ''GameMode'' and ''MenuMode Blocks'' of an ''Object/Effect script''.
 
* Function always returns 0 inside "User Defined Functions" (UDFs).
 
* Function always returns 0 inside "User Defined Functions" (UDFs).
* [http://geck.technodeep.net/index.php/SetGlobalTimeMultiplier SetGlobalTimeMultiplier] will affect the return value of this function in the same way it affects the speed of the game.
+
* [http://geckwiki.com/index.php?title=SetGlobalTimeMultiplier SetGlobalTimeMultiplier] will affect the return value of this function in the same way it affects the speed of the game.
 
* Each script has its own independent tracking of when ''GetSecondsPassed'' was last called.
 
* Each script has its own independent tracking of when ''GetSecondsPassed'' was last called.
 
* Calling this function multiple times in the same script '''in the same frame''' will return the same values for each call.
 
* Calling this function multiple times in the same script '''in the same frame''' will return the same values for each call.
* This function is unreliable in a ''ScriptEffect'' during ''sleep/wait/fast travel''. Use [http://geck.technodeep.net/index.php/ScriptEffectElapsedSeconds ScriptEffectElapsedSeconds] in a [http://geck.technodeep.net/index.php/ScriptEffectUpdate ScriptEffectUpdate] block instead.
+
* This function is unreliable in a ''ScriptEffect'' during ''sleep/wait/fast travel''. Use [http://geckwiki.com/index.php?title=ScriptEffectElapsedSeconds ScriptEffectElapsedSeconds] in a [http://geckwiki.com/index.php?title=ScriptEffectUpdate ScriptEffectUpdate] block instead.
 
</div>
 
</div>
  
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*[http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] NVSE Plugin. <span style="margin:0px 10px 10px 0px; border:1px solid #00C600; color: red;  background-color:#fff5f5; padding:3px;  word-wrap: break-word">(Do not use together with '''GECK Powerup''' (nor the '''Forked''' version), which it replaces.)</span>  
 
*[http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] NVSE Plugin. <span style="margin:0px 10px 10px 0px; border:1px solid #00C600; color: red;  background-color:#fff5f5; padding:3px;  word-wrap: break-word">(Do not use together with '''GECK Powerup''' (nor the '''Forked''' version), which it replaces.)</span>  
 
*[http://www.nexusmods.com/newvegas/mods/41642/? GECK 1.4 Powerup] Plugin. <span style="margin:0px 10px 10px 0px; border:1px solid #00C600; color: red;  background-color:#fff5f5; padding:3px;  word-wrap: break-word">(Replaced by '''GECK Extender'''. Do not use both together.)</span>  
 
*[http://www.nexusmods.com/newvegas/mods/41642/? GECK 1.4 Powerup] Plugin. <span style="margin:0px 10px 10px 0px; border:1px solid #00C600; color: red;  background-color:#fff5f5; padding:3px;  word-wrap: break-word">(Replaced by '''GECK Extender'''. Do not use both together.)</span>  
*[http://geck.technodeep.net/index.php/Main_Page Community GECK Wiki] GECKWiki.  
+
*[http://geckwiki.com/index.php?title=Main_Page Community GECK Wiki] GECKWiki.  
  
 
:
 
:
 
:*[http://geck.foesmm.org/index.php/Tutorials GECK: Tutorials] Wiki.  
 
:*[http://geck.foesmm.org/index.php/Tutorials GECK: Tutorials] Wiki.  
:*[http://geck.technodeep.net/index.php/Category:Getting_Started#My_First_Vault_Tutorial_Series GECK: 'My first vault' tutorial series] Bethesda's intro to mod creation.  
+
:*[http://geckwiki.com/index.php?title=Category:Getting_Started#My_First_Vault_Tutorial_Series GECK: 'My first vault' tutorial series] Bethesda's intro to mod creation.  
:*[http://geck.technodeep.net/index.php/Category:FAQ GECK: FAQ] Simple questions with answers.  
+
:*[http://geckwiki.com/index.php?title=Category:FAQ GECK: FAQ] Simple questions with answers.  
:*[http://geck.technodeep.net/index.php/Category:Advanced_Modding_Techniques GECK: Advanced Modding Techniques] Questions with tricky answers.   
+
:*[http://geckwiki.com/index.php?title=Category:Advanced_Modding_Techniques GECK: Advanced Modding Techniques] Questions with tricky answers.   
  
 
*[http://geck.bethsoft.com/index.php?title=Main_Page Official Bethesda GECK Wiki] Wiki. (No longer being updated by community.)  
 
*[http://geck.bethsoft.com/index.php?title=Main_Page Official Bethesda GECK Wiki] Wiki. (No longer being updated by community.)  
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*[http://tesalliance.org/forums/index.php?/forum/81-the-enclave/ TESAlliance: The Enclave] (wiki.)  
 
*[http://tesalliance.org/forums/index.php?/forum/81-the-enclave/ TESAlliance: The Enclave] (wiki.)  
 
*[http://geck.bethsoft.com/index.php?title=Main_Page Garden of Eden Construction Kit (GECK)] (wiki.)  
 
*[http://geck.bethsoft.com/index.php?title=Main_Page Garden of Eden Construction Kit (GECK)] (wiki.)  
*[http://geck.technodeep.net/index.php/Main_Page Community GECK Wiki] (wiki.)  
+
*[http://geckwiki.com/index.php?title=Main_Page Community GECK Wiki] (wiki.)  
 
*[[Fallout_NV_Mod_Conflict_Troubleshooting|Fallout NV Mod Conflict Troubleshooting]] (wiki.)  
 
*[[Fallout_NV_Mod_Conflict_Troubleshooting|Fallout NV Mod Conflict Troubleshooting]] (wiki.)  
 
*[http://blog.digitaltutors.com/3ds-max-vs-maya-is-one-better-than-the-other/ 3ds Max vs Maya: Is one better than the other?] (Blog.)  
 
*[http://blog.digitaltutors.com/3ds-max-vs-maya-is-one-better-than-the-other/ 3ds Max vs Maya: Is one better than the other?] (Blog.)  
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=== Refs [[#Bethsoft_Basic_Tutorials|Bethsoft Basic Tutorials]] ===
 
=== Refs [[#Bethsoft_Basic_Tutorials|Bethsoft Basic Tutorials]] ===
  
*[http://geck.technodeep.net/index.php?search=tutorial&title=Special:Search&go=Go Bethsoft Basic GECK Tutorials]  
+
*[http://geckwiki.com/index.php?search=tutorial&title=Special:Search&go=Go Bethsoft Basic GECK Tutorials]  
 
*[http://en.uesp.net/w/index.php?title=Special:Search&search=tutorials&button= Basic Oblivion & Skyrim Tutorials]  
 
*[http://en.uesp.net/w/index.php?title=Special:Search&search=tutorials&button= Basic Oblivion & Skyrim Tutorials]  
  
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*[http://forums.nexusmods.com/index.php?/topic/900821-fnv-companion-tutorial/ FNV Companion Tutorial] Forum Thread by '''trilioth'''.  
 
*[http://forums.nexusmods.com/index.php?/topic/900821-fnv-companion-tutorial/ FNV Companion Tutorial] Forum Thread by '''trilioth'''.  
 
*[http://geckwiki.com/index.php/Adding_items_to_vendors GECK: Adding items to vendors] Wiki tutorial.
 
*[http://geckwiki.com/index.php/Adding_items_to_vendors GECK: Adding items to vendors] Wiki tutorial.
*[http://geck.technodeep.net/index.php/AI_Packages_Tab GECK: AI package]  
+
*[http://geckwiki.com/index.php?title=AI_Packages_Tab GECK: AI package]  
 
*[http://www.youtube.com/playlist?list=PLo2FGzSVbkcPedlm9zZ981YvUy7DoSQew GECK: Companion Tutorial playlist by cgy95] Video series.  
 
*[http://www.youtube.com/playlist?list=PLo2FGzSVbkcPedlm9zZ981YvUy7DoSQew GECK: Companion Tutorial playlist by cgy95] Video series.  
*[http://geck.technodeep.net/index.php/Creating_a_new_vendor GECK: Creating a new vendor] Wiki tutorial.  
+
*[http://geckwiki.com/index.php?title=Creating_a_new_vendor GECK: Creating a new vendor] Wiki tutorial.  
 
*[http://www.youtube.com/watch?v=O9wnoZ7tKro GECK: Creating an NPC by KDStudios ] Video.  
 
*[http://www.youtube.com/watch?v=O9wnoZ7tKro GECK: Creating an NPC by KDStudios ] Video.  
 
*[http://www.youtube.com/watch?v=NuFepoBHptk GECK: Custom NPC and Dialog by St4rdog] Video.  
 
*[http://www.youtube.com/watch?v=NuFepoBHptk GECK: Custom NPC and Dialog by St4rdog] Video.  
*[http://geck.technodeep.net/index.php/Category:Packages GECK: Packages] Wiki.  
+
*[http://geckwiki.com/index.php?title=Category:Packages GECK: Packages] Wiki.  
*[http://geck.technodeep.net/index.php/AddScriptPackage GECK: AddScriptPackage] Wiki.  
+
*[http://geckwiki.com/index.php?title=AddScriptPackage GECK: AddScriptPackage] Wiki.  
 
*[http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread.  
 
*[http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread.  
 
*[http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM'''.  
 
*[http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM'''.  
 +
*[http://www.nexusmods.com/newvegas/mods/35769/ FaceGen Save Face Ripper for FNVEdit] tool by '''xatmos''' to rip face hex data from save files for use in '''FNVEdit'''.
 
*[http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: Quick 'n' Dirty Merchant by Jokerine] Mod PDF.  
 
*[http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: Quick 'n' Dirty Merchant by Jokerine] Mod PDF.  
 
*[http://www.nexusmods.com/newvegas/mods/38059/? NCCS - NosCo Companion System by NosRhyfelwr and Herculine] Mod.  
 
*[http://www.nexusmods.com/newvegas/mods/38059/? NCCS - NosCo Companion System by NosRhyfelwr and Herculine] Mod.  
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*[http://www.nexusmods.com/newvegas/mods/63317/? Lazy Voice Finder - FInd voice assets just you want] Mod.  
 
*[http://www.nexusmods.com/newvegas/mods/63317/? Lazy Voice Finder - FInd voice assets just you want] Mod.  
 
*[http://www.oddcast.com/home/demos/tts/tts_example.php?sitepal Online Text to Speech Demo] Web site.  
 
*[http://www.oddcast.com/home/demos/tts/tts_example.php?sitepal Online Text to Speech Demo] Web site.  
*[http://geck.technodeep.net/index.php/How_to_script_conversation_between_two_or_more_NPCs How to script conversation between two or more NPCs] Community GECK wiki.  
+
*[http://geckwiki.com/index.php?title=How_to_script_conversation_between_two_or_more_NPCs How to script conversation between two or more NPCs] Community GECK wiki.  
*[http://geck.technodeep.net/index.php/Quest_and_Dialogue_Tutorial Quest and Dialogue Tutorial] Community GECK wiki.  
+
*[http://geckwiki.com/index.php?title=Quest_and_Dialogue_Tutorial Quest and Dialogue Tutorial] Community GECK wiki.  
 
*[[#Tip-GenericDialog|TIP: Adding Generic Dialog.]]  
 
*[[#Tip-GenericDialog|TIP: Adding Generic Dialog.]]  
 
*[[#Tip-Translators|TIP: Conversation/Quest system.]]  
 
*[[#Tip-Translators|TIP: Conversation/Quest system.]]  
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*[http://www.loverslab.com/topic/53411-reading-ui-hud-xml-files/ Reading UI & HUD XML files] by '''DoctaSax''' (Adults (18+)Only site).  
 
*[http://www.loverslab.com/topic/53411-reading-ui-hud-xml-files/ Reading UI & HUD XML files] by '''DoctaSax''' (Adults (18+)Only site).  
 
*[http://qxmledit.org/ QXmlEdit] (freeware) XML Editor.
 
*[http://qxmledit.org/ QXmlEdit] (freeware) XML Editor.
 +
*[http://www.nexusmods.com/newvegas/mods/67470 The HUD Editor] Mod by '''IntenseMute'''.
  
 
=== Refs [[#Music_.26_Sounds|Music & Sounds]] ===
 
=== Refs [[#Music_.26_Sounds|Music & Sounds]] ===
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*[http://code.tutsplus.com/tutorials/top-15-best-practices-for-writing-super-readable-code--net-8118 Top 15 Best Practices for Writing Super Readable Code] HTML.  
 
*[http://code.tutsplus.com/tutorials/top-15-best-practices-for-writing-super-readable-code--net-8118 Top 15 Best Practices for Writing Super Readable Code] HTML.  
 
*[http://geck.foesmm.org/index.php/Category:Conditions GECK Category: Conditions] Wiki.  
 
*[http://geck.foesmm.org/index.php/Category:Conditions GECK Category: Conditions] Wiki.  
*[http://geck.technodeep.net/index.php/Category:Tutorials GECK Category: Tutorials page] Wiki.  
+
*[http://geckwiki.com/index.php?title=Category:Tutorials GECK Category: Tutorials page] Wiki.  
 
*[http://geck.foesmm.org/index.php/Adding_an_Options_Menu GECK: Adding an Options Menu Tutorial]  
 
*[http://geck.foesmm.org/index.php/Adding_an_Options_Menu GECK: Adding an Options Menu Tutorial]  
*[http://geck.technodeep.net/index.php/Bethsoft_Tutorial_Basic_Quest GECK: Bethsoft Tutorial Basic Quest]  
+
*[http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Basic_Quest GECK: Bethsoft Tutorial Basic Quest]  
 
*[http://www.nexusmods.com/newvegas/mods/45278/? GECK: Companion] Mod by '''Caprius'''.  
 
*[http://www.nexusmods.com/newvegas/mods/45278/? GECK: Companion] Mod by '''Caprius'''.  
 
*[http://geck.foesmm.org/index.php/List_of_Global_Variables GECK: Global Variable]  
 
*[http://geck.foesmm.org/index.php/List_of_Global_Variables GECK: Global Variable]  
 
*[http://youtu.be/3Bauvvmo31g GECK: Making a Counter] (for tracking scripts.) Video by '''Seddon4494'''.  
 
*[http://youtu.be/3Bauvvmo31g GECK: Making a Counter] (for tracking scripts.) Video by '''Seddon4494'''.  
 
*[http://www.youtube.com/watch?v=zDE4yHOz0cQ GECK: Script to Spawn/Enable NPCs at a Certain Time] Video.  
 
*[http://www.youtube.com/watch?v=zDE4yHOz0cQ GECK: Script to Spawn/Enable NPCs at a Certain Time] Video.  
*[http://geck.technodeep.net/index.php/Scripting_for_Beginners GECK: Scripting for Beginners] Wiki.  
+
*[http://geckwiki.com/index.php?title=Scripting_for_Beginners GECK: Scripting for Beginners] Wiki.  
 
*[http://www.youtube.com/watch?v=APnz-qdQxfQ Tutorial - Scripting Notes] Video by '''Seddon4494'''.  
 
*[http://www.youtube.com/watch?v=APnz-qdQxfQ Tutorial - Scripting Notes] Video by '''Seddon4494'''.  
 
*[http://www.youtube.com/watch?v=RLrV-R_0hnY Making something happen every day] Video by '''Seddon4494'''.  
 
*[http://www.youtube.com/watch?v=RLrV-R_0hnY Making something happen every day] Video by '''Seddon4494'''.  
Line 5,611: Line 6,111:
 
:
 
:
 
:*[http://geckwiki.com/index.php/Complete_List_of_Functions_in_NVSE NVSE] Wiki Functions List.  
 
:*[http://geckwiki.com/index.php/Complete_List_of_Functions_in_NVSE NVSE] Wiki Functions List.  
:*[http://geck.technodeep.net/index.php/Category:Functions_(JIP) JIP LN] Wiki Functions List.  
+
:*[http://geckwiki.com/index.php?title=Category:Functions_(JIP) JIP LN] Wiki Functions List.  
 
:*[http://geckwiki.com/index.php/MessageEx MessageEx] (NVSE) Wiki.  
 
:*[http://geckwiki.com/index.php/MessageEx MessageEx] (NVSE) Wiki.  
 
:*[http://geckwiki.com/index.php/MessageBoxEx MessageBoxEx] (NVSE) Wiki.  
 
:*[http://geckwiki.com/index.php/MessageBoxEx MessageBoxEx] (NVSE) Wiki.  
Line 5,620: Line 6,120:
 
:*[http://www.cipscis.com/fallout/tutorials/detecting_keypresses.aspx NVSE: Detecting Keypresses] Wiki.  
 
:*[http://www.cipscis.com/fallout/tutorials/detecting_keypresses.aspx NVSE: Detecting Keypresses] Wiki.  
 
:*[http://geck.foesmm.org/index.php/SetDebugMode NVSE: SetDebugMode] Wiki.  
 
:*[http://geck.foesmm.org/index.php/SetDebugMode NVSE: SetDebugMode] Wiki.  
:*[http://geck.technodeep.net/index.php/Event_Handling EventHandling (NVSE)] Wiki.  
+
:*[http://geckwiki.com/index.php?title=Event_Handling EventHandling (NVSE)] Wiki.  
:*[http://geck.technodeep.net/index.php/SetEventHandler SetEventHandler (NVSE)] Wiki.  
+
:*[http://geckwiki.com/index.php?title=SetEventHandler SetEventHandler (NVSE)] Wiki.  
:*[http://geck.technodeep.net/index.php/User_Defined_Function User Defined Function (UDF) (NVSE)] Wiki.  
+
:*[http://geckwiki.com/index.php?title=User_Defined_Function User Defined Function (UDF) (NVSE)] Wiki.  
:*[http://geck.technodeep.net/index.php/Notes GECK: Notes] Wiki.  
+
:*[http://geckwiki.com/index.php?title=Notes GECK: Notes] Wiki.  
:*[http://geck.technodeep.net/index.php/AddNote GECK: AddNote] Wiki.  
+
:*[http://geckwiki.com/index.php?title=AddNote GECK: AddNote] Wiki.  
:*[http://geck.technodeep.net/index.php/Inventory_Reference GECK: Inventory Reference] Wiki.   
+
:*[http://geckwiki.com/index.php?title=Inventory_Reference GECK: Inventory Reference] Wiki.   
  
 
*[https://www.afkmods.com/index.php?/topic/4280-update-bsas-and-you/ BSAs and You] Thread.  
 
*[https://www.afkmods.com/index.php?/topic/4280-update-bsas-and-you/ BSAs and You] Thread.  
 
*[http://fallout.gamepedia.com/Pip-Boy_3000 Pipboy Tabs] Wiki.  
 
*[http://fallout.gamepedia.com/Pip-Boy_3000 Pipboy Tabs] Wiki.  
*[http://geck.technodeep.net/index.php/Bethsoft_Tutorial_Basic_Quest Bethsoft Tutorial Basic Quest] Wiki.  
+
*[http://geckwiki.com/index.php?title=Bethsoft_Tutorial_Basic_Quest Bethsoft Tutorial Basic Quest] Wiki.  
 
*[http://cs.elderscrolls.com/index.php?title=Performance_Problems TES: Script Performance Problems] TES Construction Set Wiki. Some things on this site are obsolete information as regards the GECK.  
 
*[http://cs.elderscrolls.com/index.php?title=Performance_Problems TES: Script Performance Problems] TES Construction Set Wiki. Some things on this site are obsolete information as regards the GECK.  
 
*[http://www.nexusmods.com/newvegas/mods/63880/? Timescale Pacemaker] Mod.  
 
*[http://www.nexusmods.com/newvegas/mods/63880/? Timescale Pacemaker] Mod.  

Latest revision as of 14:46, 3 July 2020


Contents

Overview

The following information is primarily taken from the Help starting out thread on the "Fallout New Vegas GECK and Modders" forum. The information is preserved here as an alternative to searching through back posts in that forum for commonly asked questions. Much of the information applies to "Fallout 3 (FO3)" as well, but the focus is on FNV.

This article provides a learning roadmap, a starting point and guide to progression; not a tutorial. Consider it a collection of suggestions and links to more detailed tutorials, articles, videos, and tools. Just from the "Table of Contents" you should get a reasonable idea of the learning curve ahead of you. Don't get discouraged. Tackle things one at a time. Just don't expect to learn everything quickly.

There is a lot of unique vocabulary related to creating mods in the following material, such as the distinction between "meshes", the 3D framework of objects (saved as Nif files); and "textures", the surface "skin" over the "mesh framework" (saved as DDS files). The Elder Scrolls Texture Guide (TESTG) site has a glossary and several pages devoted to explaining these to new mod creators and users. Rather than explaining them here, please reference that site when you need clarification. (This article does a lot of that: referral to other existing resources. Why reinvent the wheel?)

Programs and Tools

GECK Tools

  • Garden of Eden Construction Kit (GECK) (freeware.) The official "game editor" for Fallout 3 and New Vegas. NOTE that when loading files, the one plugin you designate with the "Start as Active" button becomes the one that gets edited and saved when you exit the editor. ALL of the files loaded into the GECK at the same time will automatically become "master files" to the "active file" when it is saved. In particular to this regard, see the NAM files entry.
  • GECK Extender NVSE Plugin. Project to extend GECK functionality and bug fixes. Compatible with all NVSE script extender plugins. (Do not use together with GECK Powerup (nor the Forked version), which it replaces.) Note the optional "Patcher" to make GECK 4GB aware and auto load NVSE is a separate file.
  • GECK 1.4 Powerup NVSE Plugin. (Replaced by GECK Extender. Do not use both together.) Comes in a "standalone" version for the "vanilla" GECK functions, and one for GECK with NVSE functions. It fixes and improves some issues while providing the missing messages when the GECK compiler finds an error or warning, and lets you save a script without compiling it. Considered "essential" by experienced mod creators.
  • There are now two wikis devoted to the GECK: the official one by Bethesda, which is not very well supported and a major pain to update (Five CAPCHAs per post!), and a Modding Community GECKWiki site with everything from the official one but actively updated by the modding community. While most links to the GECK wiki are to the official wiki, be sure to check out the Community one to see the latest info on your topic. Anything related to "Script Extenders" like NVSE or JIP LN NVSE functions will be more current on the Community GECKWiki site.


Image Tools

  • Category:Tools on Nexus Mods wiki has articles on various aspects of the primary tools you will be using. Check it out as well.
  • 3DS Max (1 month free trial, $185/month or $1470/year subscriptions, 3 yr student/educator license.) Commercial product by AutoDesk but the version that works with Nif files isn't free. Versions after 2013 don't seem to work with at least Fallout 4 (according to this thread) using the included official NIF exporter, though there is an unofficial "Figment" exporter plugin fork on GitHub which does seem to work.
  • Blender v2.49b (freeware.) This download includes ALL related files and compatible versions. This is the "complete" package for creating meshes for Bethesda games; including:
Python 2.6.5
Blender NIF Scripts 2.5.5
NifSkope 1.0.22
PyFFI 1.1.5
"Noob to Pro" PDF tutorial.
Check out the "Optional" files section for some additional functionality. Recommended for FO3/FNV.
  • Blender v2.49b Portable by Room207 is also a "complete" package that is preferred by some for it's convenience and because it is patched so that vertex normals won't be regenerated when going into edit mode, which is one of the reasons why a neck seam is produced. Includes:
Python 2.6.6
Pyffi 2.1.11
NIFscripts 2.5.9
True Normals by Anthony D'Agostino
Geom Plugin 0.5
Mesh Ascii Plugin
UDK Scripts
Blender Tools 1.01 by Kormgar
Blender TRI file scripts and Tutorial by Kapaer and Deedes
  • DXTBmp Texture Tool (freeware). Images can be passed to any Paint program for editing in 24 bit and then re-imported and saved in any of the 16/24/32 bit formats. Transparency (Alpha) channel of textures can be viewed and edited separately from the main image.
  • GIMP: GNU Image Manipulation Program (freeware.) A cross-platform image (texture) editor available for GNU/Linux, OS X, Windows and more operating systems. Provides extensions through integration with many programming languages including Scheme, Python, Perl, and more. The result is a high level of customization as demonstrated by the large number of scripts and plug-ins created by the community.
  • Hairs - Eyes - Races Auto - Patcher (Mod.) Extracts all the hair / eyes / races records from every plugin loaded in your load order - then, it rewrites the list of eyes and hairs for every race found. So, if you untick / unflag a hair mod from your load order, these records won't be loaded by the game itself and consequently won't be found by this mod because they don't exist.
  • Inkscape Vector Graphics Editor (freeware). Open source flexible drawing tools, with broad file format compatibility, powerful text tool, and bezier and spiro curves.
  • LOD/VWD Overview TESTG site wiki.
  • Maya (1 month free trial, $185/month or $1470/year subscriptions, 3 yr student/educator license.) Animation, modeling, simulation, and rendering software by AutoDesk.
  • MindTex2 ($20) by Frozen Flame. MindTex is a normal map generation utility for game developers and 3d professionals. Built to rival the competition in quality without the steep price, whether you want to generate a normal, height, specular, gloss, self-illumination, occlusion, or reflection map, you can easily do it in seconds flat from a single source texture with MindTex.
  • Mod Kit - Resource for Modders by pixelhate. Some nif & textures used as references in various Modding situations, including the "invisible activator".
  • NIF tangents and binormals updater (freeware) by zilav. A command line tool to batch update tangents/binormals in Oblivion, Fallout 3, New Vegas, Skyrim, Skyrim Special Edition and Fallout 4 format NIF meshes. The one in NifSkope doesn't handle degenerate normals, such as if your NIF has a lot of texture tiling. It also gives all around better results especially for people who use Blender and cannot reset the normals and smooth them because it lacks the features to do so.
  • NifSkope (freeware.) A graphical program that allows you to open NIF files, view their contents, edit them, and write them back out again. You can use it to quickly make changes to specific properties of a NIF file such as changing the texture, adding translucency, and more. A 3D view of the contents of the NIF file allows you to preview your changes instantly. You can even create texture templates, and import & export OBJ files. (Note: This link is the latest release and may not be the best choice for FO3/FNV. A fully compatible version of this tool (v1.0.22) is already included in the Blender v2.49b package linked here.)
  • NifSkope v1.3.3 (revision36efdd) (freeware.) A later version than that bundled in the Blender v2.49b package (with EXE and features referred to in many tutorials that are missing in even newer (v2.0+) releases, such as "import/export .OBJ files"). Fully compatible with that Blender package, and more "shader flags" are identified. While both versions of NifSkope can be installed, only one can be used at a time. Recommended for FO3 and FNV (along with the NifTools XML Format version 0.7.0.0, which has the essential "differentiated color for Collision"). Recommended for FO3/FNV.
  • NifTools Wiki (freeware.) 3D package plugins for 3ds Max, Blender, and Maya modelling tools. Note: this link will have the latest release versions. The versions bundled in the Blender v2.49b package are all mutually compatible.
  • The NifTools XML Format (documentation.) Used to extend NifSkope to open files from new games, or better understand files from games which it can already open. Version 0.7.0.0 recommended for FO3/FNV.
  • Paint.NET (freeware.) Image and photo (texture) editing software for Windows, originally based upon the Paint program included as part of Windows, but with many enhanced features such as "layers", special effects, and unlimited history ("undo"). Require Microsoft's .NET Framework 4.6+.
  • Available operations (initial release):
  • Update tangents and binormals - recalculate tangents, binormals and optionally normal vectors in shapes using modified Unity's code.
  • Search and replace assets - perform search and replace on assets paths (textures and other referenced files) in meshes
  • Convert strips to shapes - the same as Triangulation spell in NifSkope
  • Attach parent NiNode - the same as Attach Parent in NifSkope applied to NiNode or it's descendants with defined name
  • Jamilla's anim thing - no idea, made by request
  • Weijiesen's blow up thing - no idea, made by request
  • Copy anim controlled blocks - copy missing controlled blocks between *.kf animation files
  • Update parallax settings - change parallax values in shaders
  • Update MOPP code - update MOPP collision code with the proper working one

Packaging Tools

  • BAIN Archive Tools - BAT by Surazal
  • BSArch (freeware) by zilav. A command line tool for packing and unpacking Bethesda archives. The most complete support setting the correct flags across the various games.
  • BSAOpt (freeware) Tool for extracting the contents of BSA files. Note this tool unpacks the entire BSA file. It does not easily allow for unpacking a single file.

(See the Skyrim thread BSAs and You for details about the pros and cons of "Bethesda Software Archives" (BSAs), but bear in mind such files in previous games, like Oblivion, FallOut3 and Fallout New Vegas, don't have "strict order" like in Skyrim. Games prior to Skyrim don't support overriding of assets in archives using other archives; only loose files can. If the same resource is contained in several BSA archives, those games won't use it from the last BSA on 100% of occasions. They may grab the resource from a random one of the BSAs containing the same file.)

WARNING! Do not unpack BSAs directly into your game "Data" folder; potentially overwriting any mod files. The tools don't ask you to confirm the overwriting, either. All the hair textures unpacked to "loose files" will go through the head models in that case; because that's what happens when hair is not packed in a BSA. "Best practice" is to unpack to a unique folder (they are large: 1-2GB) and manually drag the desired files to the appropriate "Data" folder as needed.

  • BSAExtractor (BSAE) (freeware) Tool for extracting just one or the entire contents of BSA files. See warning above about unpacking an entire BSA.
  • FNV BSA Decompressor Mod by zilav. Decompresses the Fallout New Vegas BSAs and repacks them into BSAs without zlib compression for performance. Also transcodes the ".OGG" sounds effects to ".WAV" format so they work. It also extracts any MP3 files to loose files because they will not play when in a BSA.
  • FOMM - Forked (freeware) Mod Manager with built-in BSA file extraction and repacking.
  • Note that FOMM has several tools bundled with it. The TESsnip tool in particular is obsolete and has been shown to cause "silent corruption" of save game files as a result. The use of xEdit/FNVEdit is recommended in it's place.
  • FOMM and FOMODS for Dummies article.
  • FOMOD Validator by Ganda

Scripting Tools

  • CIPSCIS Script Validator (freeware.) Allows you to quickly indent your script while simultaneously checking it for several basic errors, many of which are not picked up by the GECK's compiler. It works with Skyrim, Fallout 3, and Fallout New Vegas, but is not "script extender" aware. Includes it's own tutorials.
  • New Vegas Script Extender (NVSE) Site.

Sound and Voice Tools

Misc Other Tools

  • DarNified Forum Community site. Articles and questions on XML for the User Interface (UI) and Menus, primarily about the Oblivion version of DarNUI but there is a section for FO3.
  • Gamesettings profiler Mod. Adds intuitive, app-like, modding tool for debugging, testing, profiling, and dumping\printing to file any numeric GMST (gamesettings) records.
  • Tree LOD billboard creator for xLODGen by zilav
  • xEdit/FNVEdit (freeware.) A generic tool called xEdit which is renamed for working with specific games. The latest "stable" release is on the Nexus, generally under the game name version or as "TES5Edit".

Details

Basic advice is to start with the game Construction Set/Editor (this is usually a separate, free download, not included with the game installation). There is going to be a wiki page for it with tutorials to help get you started, but note that there are unspoken assumptions that you are familiar with concepts introduced on the "Construction Kit"/"game editor" wikis for earlier Bethesda games such as:

(TES5: Skyrim came after all of those (2011) and uses a different variation of the game and script engine.) So, don't neglect those older wikis as resources. Where there appears to be a conflict, assume the later wiki or the one specific to your game is correct.

In addition to the Construction Set/Editor, you'll probably want to get community created editor enhancement tools, like the GECK "Extender" or "PowerUp", "Oblivion Construction Set Extender", etc. These allow you to perform actions not included in the default editor, like edit ESM files without converting them to ESP first, and may also give you better debugging for scripts. These capabilities vary by the tool. On the negative side, such extensions may also annoy the heck out of you with error messages, many of which you don't need/understand and don't care about. But they are always worth looking into.

There are also conversion tools which are required to export the 3D models from your modeling tool into the "NIF" format that Bethesda games use. It is very important to note that the import and export tools only work with certain versions of modeling programs. For Blender, you need version 2.49, which is older than the current version of Blender. The Nexus Oblivion mod Blender linked here is a package that has Blender v2.49 plus all of the NIF tools and includes NifSkope, all of which are the correct versions to use together. You will save yourself a lot of trouble if you install everything from this one package. If you don't, you can run into version problems and things will never work right. Instructions on the correct way to install this combination of tools can be found the wiki article here. (Note where there seems to be a discrepancy in version numbers, stick with the version included in the package.)

"Script Extenders" (SEs) are plugins to the game editors that provide additional functionality features, and were created by the gaming community to overcome perceived shortcomings. Mods the use even one of those SE functions need to specify that the particular SE is now a requirement.

Item (armor, weapons, buildings, etc.) construction and customization requires learning 3D modelling, which is NOT a quick process. You are going to invest a lot of time and patience in learning your tool of choice. The three most common tools used are Blender, "3ds Max" (aka "Max"), and Maya. There is very little discussion about Maya in the forums related to Bethesda games because while it is considered the better choice for animation, "Max" is simpler to grasp and less daunting. Both "Max" and Maya are considered "industry standard" tools, and both will do the job. See these articles for more in depth comparisons if you are going to invest in learning either product:

The Nexus has the Software Programs - 3D Modelling - Blender forum, Software Programs - 3D Modelling - 3ds Max forum, Software Programs - 3D Modelling - Maya forum, and Software Programs - 3D Modelling - Miscellaneous / Other forum areas for discussion about those tools.

The "workflow" on Blender for Nif files is considered more complex than with the others because it often takes you into the Nifskope tool, but read about the Nif Exporter plugin for Max issues in that entry. It is necessary to use the correct version and tools that work with that version of any of these products.

Because it is "free" and the others are quite expensive for most people, Blender is usually at least their first choice. "Blender Noob to Pro" is a good resource for 3D modeling using Blender, and the compatible (not the latest) version is included in that package linked above under Programs and Tools. Consequently, there is a long history of tutorials on all aspects of modelling with Blender. It is well worth the time to refer often to the Blender - Read this first thread as you progress through the learning curve. It has an extensive list of tutorials from Oblivion thru Fallout 3 and more generalized topics which still apply to the basics of modelling in Blender.

For texturing your 3D models, you'll need something that can handle ".dds" files. GIMP and Paint.Net (which is not the Paint that comes with Windows) can both handle ".dds" files. Paint.Net comes with ".dds" support built-in these days. GIMP still needs a plugin. Which program you use is more a matter of personal preference than anything else. Some find GIMP a bit more difficult to use but it also can do some things that Paint.Net can't do. Paint.Net on the other hand is, in the opinion of many, more intuitive and easier to use. Although, now that Paint.Net has a proper normal map generator that actually works available as an add-on, GIMP use tends to be even less frequent now. A lot of it is personal preference, though. Some folks just like GIMP better. Both programs work fine. You can also use Photoshop, but that's not free.

Once you have the 3D model textured (UV mapped) and maybe have generated a normal map for it as well, then you need to export everything. First, read the Working with DDS/DXT Files article by Gary "Buckaroo" Neely to understand the choices in DXT codec to choose among. Blender and the NIF tools don't export a lot of things properly, so then you have to go into NifSkope (which comes with the NIF tools) and fix it. (The proper weight of "bones" in skeletons, along with "shader flags", is almost always wrong, for instance.) Be sure to check that the path given in the mesh to the texture file is in "relative" format. (See How to fix hard-coded texture paths in NIF files.) The default format of the mesh editor's paths may not be "relative".

Once that is done, then go into the game specific Construction Set/Editor and add your custom items to whatever mod you are working on.

Getting back to the GECK, there are a few things that are broken in it. It ships with a spell checker but doesn't include the dictionary, so that's just annoying. (But you can use the language resource files from Fallout 3 as the dictionary.) If you use the GECK "Extender" or "Powerup" you can uncheck the spell checker and disable all of that annoyance at least while you are editing your mod. Unfortunately it won't remember that setting and you'll have to uncheck it the next time you edit your mod as well.

Another thing that is broken is the "lip generator" for dialog. If you have Skyrim or Oblivion you can copy their lip generator from the "sound\processing" folder to GECK's. If you have all of your voice files in place and they work already, in the GECK all you need to do is bring up that dialog in the quest editor. Your WAV file should show up down near the bottom, where it says voice type: MP3, WAV, LIP, LTF, and "path". Click on that to select it, then click on the "from WAV" at the bottom. The "generate lip file" option should now become active and you can click on it. Note that the GECK will not update the information on the screen, so it will still have an N under LIP file even after you have generated it. Close that dialog option and re-open it and then you should see a Y under both the WAV and the LIP. If you record the voice files directly into the GECK (using the record button at the bottom of the dialog window) then when you press save it will automatically generate both the WAV and the LIP files.

Common Problems with GECK

Issue - Where to obtain the GECK

  • Cause: The Construction Kit is a separate download and not automatically installed by Steam. (It is with the GOG DRM-free version.)
  • Solution-1a: You can download the "GECK. - New Vegas Edition" through Steam. It's under the "Library | Tools" tab in the Steam launcher.
  • Solution-1b: Download from the following links:
  • Official GECK Wiki by Bethesda Softworks.
  • GECKWiki Community maintained (more up to date) version of GECK Wiki.
  • FNV 4GB Patcher by Roy Batty - LuthienAnarion. Sets LAA flag specifically to work with Steam versions of FNV and GECK.
  • Recommended: The community developed optional NVSE plugins supplement the GECK, and are considered essential due to the error fixes and additional diagnostic messages (especially for scripts that won't compile) it displays. They require you to launch GECK with NVSE in order to function.
  • Script compiler warnings will now be displayed. 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. [back for testing in 0.1.7.1 beta 1]
  • Adds a special Marker hack which makes RoomMarkers and PortalMarkers visible and transparent in the render window [since 0.1.3].
Unfortunately, cannot make them completely invisible as they should be, but it's better than having to move them all away just to see the cell.
  • You can now save scripts without compiling them (useful if you want to save your script and finish it later).
  • The spell checker can now be enabled and disabled at runtime.
  • Fixed the bug which caused the GECK to crash when user double-clicks on empty space in Form List Editor.
  • The "Edit" menu item in Form List editor will now 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. [since 0.1.2]
  • ESM are now active and editable directly.
  • ESP used as masters will remain in the masters list.
  • ONAM records in ESM will be preserved. No guarantee new required ONAM will be added. When in doubts, use FNVEdit to update the ONAM records.
  • Enables level 2 LOD generation for large worldspaces
  • Fixes bUseMultibounds = 0 crashes in cells with multibounds
  • Extends GDI handle limit: This cleans up opened windows better when closing them so you can edit for long periods without fear that you won't be able to save your plugin because the GECK can't open any new dialog windows.
  • Help links point to new community maintained wiki: GECKWiki.

Issue - GeckCustom INI file

The "GeckCustom.ini" may not get created in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder until you save your first modified file; not merely close GECK as some have reported. NOTE that as you have to run GECK as an "Administrator", the "C:\Users\..." folder with the INI file will be for the "Administrator" account. This can cause confusion as to where to look.

See also the wiki GECK: Tips and Tricks article.

TIP - GECKCustom INI may be missing

TIP - Disable Audio in GECK

TIP - Enable loading multiple master files at once

TIP - Enable more than one copy of the GECK
(or both the FO3 and FNV versions).

TIP - Enable MultiBounds
Thanks to pixelhate of the Nexus Fallout "Mod Talk" forum for the basis of the following:

TIP - Load ENB Series with GECK

TIP - Master files
Thanks to madmongo of the Nexus Fallout "New Vegas Mod Troubleshooting" forum for the basis of the following:

Issue - GECKPrefs INI file

In the "Users" game folder, along with the three INI files generated for your game is the GECKPrefs.INI file. This file gets created when you first start using the GECK, and saves any customizations you make to it's interface (e.g. such as if you change any values for the "map editor" color masking).

The problem that can arise is when your changes don't work out as you intended and you wish to revert to the default values. There is no built-in mechanism to restore the defaults in that file, nor is there a file for the GECK to refer to similar to the "Fallout_default.INI" file. (There may be a "reset" button in the GECK window, but it only affects the current edit session: resetting to the values in effect when the window opened.)

Therefor: it is your responsibility to make a backup of either the initial or your stable customized version of GECKPrefs.INI so you have the default values to refer to. Otherwise, all you can do is delete (or rename) the file and let GECK rebuild it the next time it starts.

Issue - How to get GECK to load with NVSE

  • Cause: "New Vegas Script Extender" is an addon library of functions developed after GECK was "finished", so it doesn't know about the extensions. Without including NVSE, use of commands from that or the older FOSE (which is incorporated) extension will produce script errors of "unrecognized command" preventing compiling and saving them.
The GECK Extender NVSE Plugin with the Optional "Patcher" to make GECK 4GB aware and auto load NVSE is recommended. (Do not use together with GECK Powerup (nor the Forked version), which it replaces.)
While the GECK 1.4 PowerUp for Fallout New Vegas addon comes in both "standalone" and NVSE plugin versions, that does not mean that NVSE is automatically loaded as part of the GECK itself, so it doesn't otherwise recognize those extensions. The suggested method is to use the NVSE Plugin version of PowerUp when also loading NVSE. Then it will automatically be included when your shortcut points to the "nvse_loader.exe". (Replaced by GECK Extender. Do not use both together.)
Note you must launch GECK as an "Administrator" account: no matter if you are also loading "Extender", "NVSE", or the "GECK Power-Up StandAlone"; or only GECK.
  • Solution (for Powerup only):
  • Create a Windows shortcut to the GECK. Name it something to reflect this is for the GECK + (PU or/with NVSE) (e.g. "GECKPU+NVSE").
  • < Right-click > on the shortcut and select "Properties | Shortcut".
  • To load "NVSE" (with or without plugins such as PowerUp or GECK Extender), in the link shortcut "Target:" field put the complete path to the nvse_loader, and include the "target command line":
in double-quotes (because of the embedded spaces in the path.) The "-editor" must be placed outside of the double-quotes of the path so it will be recognized as a "parameter" of the executable.
  • If you use the "Power-Up Standalone" version 0.1.6 or later, in the "Target:" field put the complete path up to and including the target command line:
(This is a change from previous instructions for "Power-Up", as documented in the PU "ReadMe" file.)
  • Select the "Advanced" button on the same "Shortcut" tab, and enable (check) the box "Run as administrator" on the window displayed.
  • Click the "OK" button until the shortcut window closes.
Note that if you add this shortcut to "Steam", it will initially strip off the "-editor" parameter. Be sure to double-check the "Target" within "Steam" for the presence of this parameter.
  • Select the "Advanced" button on the same "Shortcut" tab, and enable (check) the box "Run as administrator" on the window displayed.
  • Click the "OK" button until the shortcut window closes.

Issue - GECK Power-Up or NVSE cannot find GECK

  • Cause: You must launch anything to do with GECK from an "Administrator" account.
  • Create a shortcut, and on the "Properties | Advanced" tab enable (check) the "Run as administrator" box. This will cause you to automatically be prompted to enter a valid Administrator account and password each time you try to run the command so you won't forget.
NOTE: The GECK Extender, which should be used instead of the "GECK Power-Up", includes an optional patch as a separate file to make GECK "4GB aware" and auto load NVSE.

Issue - GECK automatically loads unwanted DLC Masters

Issue - Where to start in creating mods

  • Cause: The GECK is only part of what you need to create mods, and it doesn't have a training manual.

Issue - Where are the Warnings and EditorWarnings text files

They are supposed to be in the game root folder (where the FalloutNV.exe is found).

  • Cause: It appears that Bethesda dropped these output files after FO3.
  • Solution: Instead, the "GECK Power Up" and "GECK Extender" plugins have now provided that functionality. Try setting NVSE to report them.
  • In Data\NVSE\nvse_config.ini, set:
  • In Data\NVSE\nvse_plugin_geckpu_ew.ini there is a "[WARNINGS SELECTION]" followed by a list of hex offsets. Each offset is set to a reporting level, as described at the top of that file. The default (=1) is to both display the warning in a "MessageBox" in the GECK and write it to file. When the nvse_config.ini LogLevel is set between "2" and "5", the warnings are written to the nvse_plugin_geckpu_ew.log file in the game root folder (where the FalloutNV.exe is found).

Issue - GECK crashes upon editing a weapon

"Every time I attempt to use the GECK to edit a weapon it crashes, even when only the main NV master file is selected." This also occurs when "Fallout Character Overhaul" (FCO) is installed.

  • Cause-1: GECK needs to have the LAA flag enabled in order to take advantage of more than 2GB of memory.
  • Solution 1-b: The GECK should also be patched to use up to 4GB of memory (i.e. FNV 4GB Patcher, the NTCore 4GB Patch or their more general CCF Explorer, or the like).
  • Cause-2: This has been traced to the presence of a specific file that is overwritten by "Fallout Character Overhaul" (FCO): eyebrowm.nif in: Data\meshes\characters\hair.
  • Solution-2: Remove the troublesome file when using GECK, and restore it when playing. If you put it into a batch (.cmd) file such as the following to launch GECK you won't forget.
@echo off
cls
::REM As GECK has to be run from an 'Administrator' account, you should launch it from a
::REM   shortcut (.lnk file) that has that "run as" setting in the 'Properties'.  This will
::REM   be run in a separate sub-process window.  Otherwise the 'start' command won't WAIT
::REM   until GECK is done before continuing with this script.
::REM Change the 'set runpgm=' line to point to your GECK shortcut.
set runpgm=C:\Users\Public\Rec\FalloutNV\GeckPU.lnk
::REM Change the 'set gamedir=' line to point to your game install folder.
set gamedir=E:\Games\SteamLibrary\steamapps\common\Fallout New Vegas
::REM Nothing else below this point should need to be changed.
set tgtdir=%gamedir%\Data\meshes\characters\hair
 
pushd "%gamedir%"
if exist "%tgtdir%\eyebrowm.nif"  ren "%tgtdir%\eyebrowm.nif" eyebrowm.nif.hld && @echo SCRIPT: Removed file [eyebrowm.nif]
 
@echo SCRIPT: Manually close the separate window GECK is launched in.  When you do, DO NOT
@echo SCRIPT:   select to 'Terminate batch job' (answer "N") or you won't restore files properly.
start "GECK" /D "%gamedir%" /WAIT cmd /k "%runpgm%"
if exist "%tgtdir%\eyebrowm.nif.hld"  ren "%tgtdir%\eyebrowm.nif.hld" eyebrowm.nif && @echo SCRIPT: Restored file [eyebrowm.nif]
 
:DONE
pause
popd
  • Cause-3: If the GECK seems to "hang" while loading your plugin, this may be due to failing to select other plugins your target plugin requires as "masters", but which are not ESM files and/or not automatically included by GECK.
  • Solution-3: You can use the xEdit/FNVEdit "File Header" to identify all the files that are masters to your plugin, and then be sure to select all of them when loading it into the GECK. Please see the wiki Missing Masters article for details.

Issue - GECK crashes upon loading an exterior cell

Sometimes, after initially creating an "interior" cell, upon trying to work on an "exterior" cell, the GECK crashes when the cell tries to load.

  • Cause: Unknown
  • Mitigation-1a: Make sure you have patched the GECK to be able to use 4GB of memory. The GECK Extender mod includes a separate file download that does this. Some have found it necessary to use the third-party tool 4GB Patch - NTCore instead.
  • Mitigation-1b: Anything in the meshes/textures folder will also load in the GECK. A modded mesh could be causing your CTD. You might find it advantagious to keep different "profiles" or copies of the game "Data" folder (depending upon your "mod manager") so your GECK work "Data" folder only contains the essential files for your mod.
  • Mitigation-1c: Try to avoid loading an exterior cell directly. Instead: load up an "interior" cell, then use a "door teleport" to cause the GECK to load the "exterior" cell (indirectly) for you. This seems to avoid the CTD.

Issue - GECK crashes upon starting

  • Cause-1: You don't have the correct permissions for running GECK.
  • Solution-1: GECK must be "run as administrator".
  1. Navigate to the program folder of the program you want to run (i.e. FalloutNV game root folder).
  2. Right-click the program icon (i.e. the "Geck.exe" file).
  3. Choose Properties.
  4. On the Compatibility tab, select the "Run This Program As An Administrator" option.
  5. Click OK.
  6. If you see a "User Account Control" prompt, accept it.
Now each time you run GECK you will be prompted to enter an "Administrator" account password. If you enter it wrong, GECK won't start.
  • Cause-2: There is not enough available memory in the default 2GB allocated for 32-bit programs. GECK needs to have the LAA flag enabled in order to take advantage of more than 2GB of memory.
  • Cause-3: GECK seems to be overly sensitive to the correct "system compatibility" mode when run on versions of Windows after Vista SP2.
  • Solution-3: Set the "Properties | Compatibility tab" to "Run this program in compatibility mode for: Windows Vista (Service Pack 2)" for both the GECK.EXE and the (PowerUp) GECKPU-NV-14.EXE files.
  • Cause-4: You installed an ENB or the pre-ENB "enhanced shader" mod containing a custom D3D9.DLL file placed in the game folder. The GECK tries to load all of the DLL files it finds when it starts, and it doesn't know what to do with that one: so it crashes.
  • Solution-4: Put the D3D9.DLL file somewhere outside of the Fallout game root folder whenever you want to run the GECK. Make sure to put it back before you start your game; otherwise it will not load. (A "batch file" to handle this that is run when you click on the link to start the GECK is the best way to avoid forgetting this. See Issue: GECK crashes upon editing a weapon for a similar example.)

Issue - GECK crashes upon switching to a different tool

Upon switching from a current operation (e.g. selected an interior cell in the Render Window) to another operation (e.g. "World | Object Palette Editing" or editing an "AI Package") the GECK crashes. The problem is not consistent: erratically occurring.
  • Cause: Unknown. Reported by Vista users as far back as 2008 with FO3 version of GECK.
  • Workaround: Disable the Windows "Tablet PC Optional Components" found under 'control Panel | Programs | "Programs and Features" | "Turn Windows features on or off'. Click the "OK" button and restart Windows. The exact location of that setting may differ in other versions of Windows. This may also be related to enabled "infrared" device settings when there are no such devices in use.

Issue - GECK does not automatically select FalloutNV or some DLC ESM file

Normally, when starting GECK and opening the "File" menu it has automatically "checked" (enabled) the DLC ESM files for loading, but not the "FalloutNV.ESM".

  • Cause: This is controlled by the presence of the "*.nam" files, which by default are present for all the DLC (but not for "FalloutNV.ESM"). If any are not found, that DLC is not automatically selected (enabled) either. These files cause the game to load those DLC even if they are not "active" in the "load order". (It is recommended you rename rather than delete them if you don't want a particular DLC to be loaded.)
  • Solution: The "nam" file contains nothing more than the common name (i.e. "Dead Money") of the respective DLC. When a plaintext "FalloutNV.nam" file (which does not exist by default) with "Fallout New Vegas" as content is created, "FalloutNV.ESM" will be automatically checked (enabled) in GECK's "File" menu just like the DLC.

Issue - GECK does not show Landscape

  • Cause: There is a barely mentioned "shortcut key" combination that toggles the display of Landscape in the "Render Window" when you have an "exterior worldspace" loaded. It does not appear in any menus so it is usually an accidental toggling.
  • Solution: <Shift+L> will toggle the display of the Landscape. (Thanks to VenonXNL for reporting the solution to this "mystery".)

Issue - GECK hates me in general or how to get started working with it

  • Cause: The GECK is frustratingly buggy. It is not intuitive to use. The GECK website makes assumptions that you understand concepts introduced in earlier game Construction Kits (CKs).

TIP - Fallout New Vegas Game Engine Bug List

Issue - GECK will not tell me what is wrong with my script

  • Cause: The GECK does not report problems with scripts, and won't allow a script with errors to be saved.
  • Solution-1: the GECK Extender Plugin re-enables 1220+ Warning, Error, and General messages, in addition to providing more verbose messages and fixing many bugs. (Do not use together with GECK Power-Up (nor the Forked version), which it replaces.)
  • Solution-2: the GECK 1.4 Powerup Plugin comes in a "standalone" version for the "vanilla" GECK functions, and one for GECK with NVSE functions. It fixes and improves some issues while providing the missing messages when the GECK compiler finds an error or warning, and lets you save a script without compiling it. Considered "essential" by mod creators. (Replaced by GECK Extender. Do not use both together.)
  • Solution-3: The CIPSCIS Script Validator allows you to quickly indent your script while simultaneously checking it for several errors, many of which are not picked up by the GECK's compiler. It works with Skyrim, Fallout 3, and Fallout New Vegas. Includes it's own tutorials.

Issue - GECK is missing text in some fields

GECK seems to be missing the text associated with certain columns of AI Package, Dialogue, Effects, and Perks (possibly others) information (Editor ID, Topics, etc.). Typically this is a "list box" type field on the form.

  • Cause: This occurs in the GECK for both "Fallout 3" and "New Vegas". The problem originally appeared following the installation of Microsoft Knowledge Base article 3000850 (a Win8.1 "rollup update"), was fixed by rolling back that update, but then the problem got "baked in" to Win10. The issue causes the column's right border to be shifted to the far left of the field so the column text is not visible. (See the GECK: Collapsed Text Field.
    GECK: Collapsed Text Field Figure
    Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)
  • GECK Extender Solution: Intended for Windows 10 users (no reports on how effective it might be for older versions) the geckextender.ini file has the "[General]" option bListEditFix disabled by default. Set to "=1" to enable.
  • Solution (Partial): This "fix" seems to stick only so long as you do not open an AI Package. Switching between Perks, Effects, and Dialogue condition columns work perfectly if you don't open an AI Package's conditions; but then ALL condition columns become squished for any form you open. The next time you start a GECK session, all will be fine again; but once you open AI Package's conditions the bug remains for the session until you implement the "temporary" or "workaround" solutions in each form.
Set "compatibility mode" for the GECK to "Vista SP2" or "Windows 7 SP 1". (Either seems to work as well.) For example: Right-click on your GECK-NVSE shortcut or the GECK executable directly, chose the Properties | Compatibility tab, Change settings for all users, and select Windows 7, and hit OK. Load up the editor and things should look normal for the first time since upgrading to Windows 10. (See the GECK: Expanded Text Field.
GECK: Expanded Text Field Figure
Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)
GECK: Expanding Collapsed Text Field Figure
  • Temporary Solution: Place the mouse cursor in the top left corner of the "blank" field that is missing text until it changes the cursor shape into a "split cross" (column resize) cursor. (See GECK: Expanding Collapsed Text Field. Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.) Left-click and hold while dragging to the right, and the missing text should be displayed. Continue dragging to the right until everything is shown or the mouse cursor is no longer the "split cross" shape. When you release the mouse button the display field should be corrected. However, this "fix" may not be persistent from one GECK session to another.
  • Workaround: there is a Windows "hotkey" for expanding all columns in the currently active window of Windows Explorer and some programs (including GECK).
  • First you have to select a field with the problem (i.e. the "Conditions" field in the GECK: Collapsed Text Field) in the displayed GECK window,
  • Then press "Ctrl" and the "+" key on the cursor/number-keypad. (The "+" key on the regular keyboard won't have this effect. See GECK: Expanding Collapsed Text Field. Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)
Now all columns should be expanded fully by themselves. (See the GECK: Expanded Text Field. Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)

Issue - GECK Render Window shows a large gray square in new world space

Created a new world space and set WastelandNV as parent, using land and map data from the parent. Everything seems to be working fine except for a huge gray square covering most of the render window when trying to view the new world space.

  • Cause: The gray square is the water table.
  • Solution: Go to your 0,-0 point, zoom past the gray till you can see your land, and then add a static. Close, save, and then open your world space in GECK again and your land surface should now be visible.

Issue - How do I configure the GECK to do something


GECK and the Active File

Ever since Windows version 3 on a 386, programs have standardized on "File | New" or "File | Open". But not the GECK. This is your first introduction in how un-intuitive the GECK is. It truly is a miserable toolset.

The "active file" is just the file that you are currently editing. Unfortunately, this gets confusing in the GECK.

The way you create a new plugin (ESP) file is you:

  • Open up the GECK,
  • Click "Data",
  • Select any "master files" you want for your new ESP file.

At this point you don't have an active file for editing. But if you are creating a new file, that's what you want to do (yes, it makes no sense). At a minimum you need to have Fallout.ESM selected as a master. The GECK will load the master files (which are usually but not always with an ESM extension), and then you can make your changes, and when you select SAVE, then the GECK will finally prompt you for the name of your new file (which will usually have an ESP extension). Now that you've created a new file, this is your "active file" for this session. Any more changes that you make will all be saved to the same file.

TIP GECK can isolate records in a particular plugin

Thanks to madmongo of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:

TIP Limit to Mod Size

Thanks to madmongo of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:

TIP Save often

Still the GECK seems to crash if you breathe heavily on it. It really sucks to open your plugin one day and find an entire town you spent a month on, gone: not a brick left and no aliens with probes in sight.

Once you have a file saved, if you want to edit that file later, you just select the files you want to load and make that your "active file" and start the GECK. When you save, all changes will go into the "active file" that you selected. Let's say you want to add resources from another master file to your plugin, like say, from Honest Hearts. If you are creating a new file, you'd check Fallout.ESM and HonestHearts.ESM, but you wouldn't select any active file. Later, when you save, you will be prompted for a new plugin filename that will become your new active file.

Let's say you already created a plugin, but you didn't include Honest Hearts initially, and now you do want to include it. Open the GECK, select "Data", make your plugin the "active file", and also check the HonestHearts.ESM. Once the GECK is up and running, as soon as you save any changes, your plugin will now include HonestHearts.ESM as a "master file", which it will require to be loaded thereafter.

Once you've added a "master file" to your plugin, you can't easily delete it. Well, you can, all you need to do is right click and press "Delete" when you start up your plugin in the GECK, but if you aren't very careful about exactly how you do that, you will completely destroy your plugin and render it unusable. There are ways to remove "master file" requirements in your plugin, but since you are just beginning with the GECK, assume for now that any "master files" you add are needed there forever.

The GECK will let you load multiple ESP files, but where any ESM "master files" that become requirements for your plugin are loaded automatically, the same isn't true for ESP files your plugin becomes dependent upon. Don't add resources from a different esp to your plugin, because that doesn't work. You can only add things to your plugin that come from master files, or things that your plugin adds on its own. There are ways around this, but again, that gets pretty advanced.

GECK Form-ID Base-ID Ref-ID and Editor-ID

An Editor-ID (sometimes called a GECK ID) is a text identifier used to reference persistent objects. It functions similarly to a Form ID, although it is not limited to 8 characters and a hexadecimal character set. It exists for the human user of GECK. The game engine itself is only concerned with Form-IDs. There is a direct "one-to-one" correspondence between an EditorID and a Ref-ID, but for the human only. (Editor-IDs are primarily used to identify objects in the Object window [the left pane of the GECK].) The game engine needs and only recognizes the Form-ID in commands, but they can also be used in scripts along with Editor-IDs. See the GECK Reference page.

Whether you create your own new object or copy and rename an existing one, you want to give it an "Editor-ID" (the human consumption one) that will enable you to quickly locate yours in the Object window.Refrain from beginning the Editor-ID with numbers. While this will tend to sort the name high in the list of objects, GECK will confuse such names with Form-IDs, which it won't find. Most experienced mod creators use a short common prefix, such as their initials or those of the mod, as the way to group their objects. Whatever naming convention you use, it must be unique and not too closely matching that of other mods to avoid confusion.

A Form-ID is anything specific to an object: whether it be Base or Ref. It is a more general term for both.

"A BaseID (or Base ID) is a FormID assigned automatically to an object by the GECK when a new object is created in the Object window. The Form IDs listed in the Object window are Base IDs. A Base ID is only associated with an object template in the editor, never with an instanced object in-game" - GECK glossary.

"Base ID is the number assigned to a template for an object that is used to create many instances of that object. For example all bottle caps in the game have exactly the same Base ID. This ID is used in scripts or the console with commands that create new instances of an object, like additem or placeatme." - Form-ID on The Vault wiki. You could think of it as the "parent" of each "child reference". Any change made to a Base-ID affects every reference back to that Base-ID. Which is why you need to make a "copy" of a Base-ID and change it's Editor-ID (which forces a change to the Form-ID) when you need to make a variation of an object. Otherwise you are changing ALL instances of that object in the game. (Don't try to change a Form-ID directly yourself. Let the GECK handle it.)

Base forms (another way of referring collectively to "Base-IDs") are fine to use in scripts, by the way. They're just used in different situations by various functions. For example: The StopQuest function will always operate on the base form of the quest. The same with anything involving Form Lists. But you wouldn't want to use a base form when you only want to affect a specific instance ("reference") of an object. AGAIN: Actions on a base form affect ALL instances of that form.

"A Reference ID is a FormID assigned automatically to a Reference [instance] by the GECK when an object is placed in the Render Window [in the right pane of the GECK]. Reference IDs are required to uniquely identify each instance of an object in-game. The Form ID column of the Cell View window lists Reference IDs" - GECK Glossary.

"The Reference ID is the unique ID of an individual object (unlike the Base ID, which is an ID for an object template). For example, all the bottle caps created from same Base ID will have different Reference IDs. This ID is used to manipulate existing objects with commands like kill, move to, or prid, for example.

"Any item that is not created by pre-defined game scripts (either original or from mods) will have [a] Reference ID starting with FF to indicate that this item belongs to this particular save game. It is for dynamically generated items, like loot from containers, random encounters or trader's wares." - Form-ID on The Vault wiki

RefID's that mod creators input, are only of assistance in letting the humans know to what the reference applies. You can actually use the FormID hex code value shown to the side in parentheses of the ref-ID field.

Note it is the persistent flag on the Reference that is mandatory in order for a RefID to become included in the search list for scripts/targets/whatever. (See GECK: Creating New Persistent Reference.) Otherwise the list of refs to search through would be way too huge and cause engine lag.

The Map is not the Terrain and the ID is not the Record Number

It is common to refer to the text form of the "IDs" for records ("Editor-ID", "Rec-ID", "Form-ID", and "Base-ID") as if they were the record identifiers used by the engine. These are "labels" given (or not) by each mod author when they create the record solely for the benefit of us "numerically challenged humans". For this reason, it is assumed they must be unique between plugins. While this is a good practice, and something to be encouraged for the benefit of those searching out records by those references in tools such as GECK or xEdit, it is important to understand that, like a "map", the text labels for those records are not the actual "terrain"; nor the "record number" actually used by the game engine. It can't afford to leave something that critical up to fallible humans. The GECK automatically assigns "record numbers" sequentially when you create a new record, and the "mod index" hexadecimal pair at the beginning of that record, consisting of the "current load order index" of the plugin makes it unique between plugins. (See Help:Form IDs for an explanation of how to interpret the "mod index" from a Form-ID or record number.)

Think about that for a minute. The GECK only knows about plugin files you chose to load for that editting session. Typically that will consist of the "FalloutNV" EXE and ESM, possibly some DLC if your plugin requires assets from it, and the plugin you are working on. How is it going to know what other plugin "ID" text labels there are to determine yours are unique? From one session to another you might load a different series of plugins. It can't predict that "load order" for certain, and the GECK itself doesn't care. Which is why the "mod index" couplet at the beginning of the record number is so clever and crucial to ensure uniqueness between plugins.

This is proven out by examining any record in xEdit: the "ID" label is a text data field within the record, just like any other "value". (For example: the "Script" record variable "SLSD - Local Variable Data" identifies each "variable name" based upon it's "index value" within an array of variables specific to that script with the "text name" stored as "SCVR - Name" data. You have to identify the "record number" before you can determine the "text name"; and not the other way around.) A test was conducted to confirm that the text "Ref-ID" label did not have to actually be "unique" between plugins. The same "Ref-ID" label was given to the same object in two different plugins, and the game had no problems differentiating between the two. Not even when one plugin removed the "persistent object" by the "Ref-ID" they had in common, the same object from the other plugin was unaffected. It did not matter if one plugin was made dependent upon the other. Because they were records from different plugins, the engine could tell them apart.

Consequently, always bear in mind that when someone is speaking in terms of one of the forms of "ID", they are often meaning "as a way of identifying the specific record number".


TIP Reference Variables explained

Thanks to vforvic of the Nexus "Fallout 3 Mod Talk" forum for the basis of the following:

TIP Global ref variables Player and PlayerREF

Thanks to DoctaSax of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:

Custom items

On the other hand, loading in multiple ESP files can be a quick and easy way to copy resources from another plugin into your plugin. Just go into the GECK with the other plugin loaded (as well as yours as the "active file"), make a change to whatever resource you want (you can literally change something and then change it back to what it was, just so you make sure that entry gets flagged as changed), and save your plugin. The changed resource will now be saved to your plugin. You have to be careful with this, as it won't work if the entry you are trying to copy depends on other things in the plugin that you didn't copy. Generally, as someone new to the GECK, you should probably try to avoid doing this, but if you are trying to copy items from another plugin, this is the fastest and easiest way to do it.

The GECK only includes a file as a resource if it's a "master file". If you load an ESP, the GECK won't treat it as a "master file". The GECK will automatically add any "master files" that the other ESP loaded since those will all be loaded into your new editing session when you load both ESP files.

One word of warning. If you want to copy a piece of armor or some other resource from another plugin, load that ESP without making it active, then make a change to the item you want, then save it, and DON'T DO ANYTHING ELSE. Exit out of the GECK, load it with the resource only in your plugin and WITHOUT the other (original) esp loaded, and then use the modified resource in your plugin. If you try to use the resource while the original plugin is still loaded, that can get the GECK confused and it may end up scrambling your plugin as a result.

This copy from one ESP to another will end up including "master files" from the original ESP in your new plugin; so if you don't want them, DON'T just delete them from the GECK data screen when you select your plugin. If you accidentally left something in your plugin from one of those masters in your copied cell, deleting the master will screw up your plugin, so first ensure you have a saved copy and then clean up the "master files" list early. Instead of using GECK for this, load your plugin into xEdit and use the "Clean Masters" function by right-clicking on your plugin and selecting that option from the resulting "context menu". If all your references to those other masters have been removed, it will safely remove those masters. If not, you can use the xEdit script "List records referencing specific plugin.pas" on that plugin to list them in the log window so you can fix them.

Make sure that the item you want is in a loose file (both mesh and texture) and isn't packed into a BSA file. If it is, you'll need to unpack it to properly reference it in your plugin.

(See the Skyrim thread BSAs and You for details about the pros and cons of "Bethesda Software Archives" (BSAs), but bear in mind such files in previous games, like Oblivion, FallOut3 and Fallout New Vegas, don't have "strict order" like in Skyrim. Games prior to Skyrim don't support overriding of assets in archives using other archives; only loose files can. If the same resource is contained in several BSA archives, those games won't use it from the last BSA on 100% of occasions. They may grab the resource from a random one of the BSAs containing the same file.)

WARNING! Do not unpack BSAs directly into your game "Data" folder; potentially overwriting any mod files. The tools don't ask you to confirm the overwriting, either. All the hair textures unpacked to "loose files" will go through the head models in that case; because that's what happens when hair is not packed in a BSA. "Best practice" is to unpack to a unique folder (they are large: 1-2GB) and manually drag the desired files to the appropriate "Data" folder as needed.

Sometimes these extracted textures appear to be almost transparent. This is because their color (aka "diffuse") maps are transparent instead of opaque. You may need to adjust the opaqueness to make things visible.

Plan to start by making simple mods: like maybe adding a house somewhere. Then make simple re-textures of existing objects. If you get that far, then you are ready to start making your own "mesh" models.

If you are making armor or a weapon, the most commonly suggested advice is to start with an existing version that is similar to what you want. That way you'll have an existing model to base your 3D model on that is close to the right size so you can scale your new model appropriately. Depending on what is desired, for armor it is suggested to often start with just a body model instead. Once you've created your model, you will have to "parent it" to the appropriate armature (aka "skeleton") in order for it to work. If words like "parent" and "armature" in this context don't mean much to you, then you need to do more reading about 3D modeling (again, "Noob to Pro" is a good resource for Blender).

Things like buildings and clutter items are also created with Blender (or 3dsMax), but they don't have armatures. They do have collision though. You'll have to make a collision mesh in Blender when you create your model.

When creating custom meshes for things with different materials, just create individual collision meshes ("bhkcollisionobjects") for each material and let Blender and the NifTools figure it out. When creating something like a log cabin with a stone base, for example, create one collision mesh for the stone base and another collision mesh for the wooden parts. The stone part would have a string property of HAV_MAT_STONE and the wood part would have a collision of HAV_MAT_WOOD under the "hkPackedNitriStripsData".

Primitive collisions (box, sphere, capsule) can be created in NifSkope as well as convex shapes. The nature of your object will sometimes require you to create them in Blender, though.

It is interesting to know that a collider will relate to an object part when it encompasses it, not by the child/parent relation inside a Nif.

  • Getting NIF and DDS textures out of BSAs. (See BSA Extraction Warning above.)
  • Importing, editing and exporting into/from Blender (2.49 and latest)
  • Creating new texture files as DDS in Photoshop.
  • Adjusting new object in NifTools for correct projection.
  • Making various emission colors for signs, like green, red, yellow and non-glowing.
  • Importing new model mesh into GECK for use in game.

 

TIP Biped and Equipped Objects

Thanks to madmongo of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:

TIP Flickering on added item Radius Setting

Sometimes when adding an item to another (such as a hat on a Mr Gutsy) it seems to flicker out of sight depending on the player's camera angle or distance. This is a classic symptom of a problem with the model's "Radius setting". The following is courtesy of Prensa in a specific reply to a question about this issue with general application.

 

TIP Floating objects

Thanks to Stonedturtle26 and baduk of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:

 

TIP Head Parts Rotated

It's not known why head parts changed between FO3 and FNV, considering that so much else in the game engine is identical, but they did. If you port a head part (hat, glasses, facemask, etc) from FO3 to FNV or from FNV to FO3, or make a new open helmet/hat/head accessory that uses a existing mesh, whether it's a simply a clone or a retexture, it tends to equip sideways (rotated by 90 degrees).

Thanks to madmongo of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following fix using NifSkope:
Thanks to masternetra of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following fix using FNVEdit (xEdit):

 

TIP Item Substitution

Thanks to madmongo and Jokerine of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:

 

TIP Mashing Meshes

Thanks to madmongo, M48A5, and RoyBatterian of the Nexus Fallout "New Vegas Mod Troubleshooters" forum for the basis of the following:

 

TIP Mashing Meshes - Fix multiple SceneRoots

Thanks to madmongo, M48A5, and AusAllerWelt of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:

TIP Movable or Static custom objects in cell

Thanks to madmongo, davidlallen, and Tefnacht of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:

TIP Plugins can not override injected records

Thanks to luthienanarion of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:

TIP Repairability

Thanks to slippyguy for his informative description in the mod Alternative Repairing listing a number of potential problems he identified/resolved.

Custom Creatures

Thanks to madmongo of the Nexus Fallout "New Vegas Mod Troubleshooting" forum for the basis of the following.

Let's assume you want to add an "albino radscorpion" to the game.

An "albino" version of the radscorpion would just be a re-texture. What you are going to want to do is export all of the meshes related to the radscorpion (everything in \meshes\creatures\radscorpion) into your own custom directory, and do similar for the textures. Let's assume you are using \meshes\creatures\albinoscorpion (you can of course change the names to match your real directory names). Edit your custom texture using GIMP or Paint.Net or Photoshop or any other texture editor that can handle DDS files and save it with a new name. Then go into NifSkope and edit radscorpion.nif so that it will use your new texture, and save the modified mesh Nif as something unique like albinoscorpion.nif.

Since this is just a re-texture, the easiest thing to do is copy the existing radscorpion creature in the GECK and modify it. So open up one of the radsorpions under the "creatures" section of the GECK like CrRadscorpion2Large and select the "ModelList" tab. Change the skeleton to the skeleton in your new directory. Now your custom Nif should show up along with the standard radscorpion Nifs. Uncheck radscorpion.nif (if it's still checked) and check your new albinoradscorpion.nif, and change the ID for the creature from CrRadscorpion2Large to something like AlbinoRadscorpion or whatever you want to call it, and hit "OK" to save it. You can edit the stats or traits or anything else in there that you like if you want too, of course.

Remember: in the GECK, save early and often.

If you want to make a custom model in Blender that uses the same skeleton as an existing creature, the procedure is basically the same, except that you have to know how to create meshes in Blender and parent them to skeletons. You'll end up with a custom Nif that will already have a custom texture that you applied to it in Blender when you created the model, and the idea is basically the same. Export the meshes and textures of the creature whose skeleton you are using, then edit that creature to use your new Nif (and your Nif will tell it to use the new textures), and save it with a new ID.

To create a completely new creature (one not based upon any existing creature already in the game), you will have to build the mesh and texture files from scratch, and also provide it with animations. If it is based upon an existing skeleton, then you can use that as the "armature". Otherwise you will need to create a specialized one from scratch along with weighting the bones appropriately or by adapting an existing one with a new editor-ID. As you might guess, this is a much more involved process than merely re-texturing an existing creature. Save it for after you have mastered the basics.

Spawning modded items

The following overview is taken from a thread reply in the "Fallout New Vegas" Nexus forum by Hexrowe:

In GECK, there's a category titled Leveled Item (under Items). It contains a whole bunch of lists that tell the game what items should be spawned in randomly filled loot containers, vendor inventories and enemies. These are usually called "leveled lists" because much of their contents are affected by player level (which is why you tend to find more powerful items in better condition the higher your level is). Adding your items to these lists causes them to appear randomly in the game like any other non-unique items, and is what is meant when mod descriptions mention "leveled list integration" or some such.

The sheer number of these lists can look daunting at first, but if you use filters with some fairly obvious keywords and look around a bit you should get the hang of it. Lists starting with "Cond" are used for randomly determining the condition of spawned items, and are usually referenced by other lists; lists starting with "Vendor" are used to randomly fill vendor inventories; lists starting with "Loot" are used to spawn random loot on enemies and in containers; and so on.

In order to add an item to a list, you can double-click on the list to open it in its own window and EITHER go back to the Object Window, find the item you want to add and physically drag-and-drop it into the list, OR right-click on an empty spot on the list (to create a new default list entry) or on an existing entry (to create a copy of that entry) and select "New" from the context menu. Then you have to edit the new entry into what you actually wanted to add. (Drag-and-drop is required for adding items into Form Lists, but Leveled Item Lists can also use the right-click menu. GECK is kind of a mess like that.)

ALTERNATELY, if you want to place an item in a specific location in the game as is often done with unique weapons, creatures, and such, there's a list of world spaces in the Cell View window; find the one you want to place the object in (note that there are several lists; Interiors seems to be displayed by default, but if you want to place the object in an open air location go to WastelandNV instead), double-click it to open it in the Render Window, then find the object in the Object Window and drag-and-drop it into the Render Window. The item will now appear in the list of objects on the right side of the Cell View Window, and double-clicking it there allows you to edit it's exact location and rotation, ownership, whether it can be picked up by wandering AI, and so on. You can also use a "X Marker" and define a radius from the marker at which a script will place an item or creature when certain conditions are met. See Tip: Random NPC Comments for an example of this technique.

Common practice is to put the items in an owner-less container, just to be safe. For this you'll have to create the container in the Object Window (they're found in the Container category, under World Objects) and add it into the world space by drag-and-dropping it into the Render Window just like any other item. The easiest way to create a new container is to double-click on an existing one that uses whichever world model you want (fridge, gun cabinet, briefcase, etc.), change its Editor-ID and name, and click OK; at this point GECK will ask whether you want to create a new form instead of renaming the old, so click "Yes" and you'll have your new container. Now just edit its contents and attributes (remember to remove any owners, unless you specifically want the player to have to steal the goods) and add it to the world space of your liking. Done!

TIP Respawning Plant bug fix

Thanks to masternetra of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following: