Difference between revisions of "Template:GECK: Common Problems"

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== References ==
== References ==
* [http://geck.bethsoft.com/index.php?title=Main_Page Official GECK Main Page] by '''Bethesda Softworks'''.
* [http://geckwiki.com GECKWiki] Community maintained (more up to date) GECK Wiki.
* [http://www.nexusmods.com/newvegas/mods/41642/? GECK 1.4 Power-Up (Forked)] by '''hlp'''.  NVSE Plugin.
* [http://www.nexusmods.com/newvegas/mods/64888 GECK Extender] by '''Roy Batty - LuthienAnarion'''.  NVSE Plugin.
* [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher] by '''Roy Batty - LuthienAnarion'''.
* [http://www.ntcore.com/exsuite.php CCF Explorer] by '''NTCore'''.
* [http://www.ntcore.com/4gb_patch.php NTCore 4GB Patch] by '''NTCore'''.
* [http://www.cipscis.com/fallout/utilities/validator.aspx CIPSCIS Script Validator] by '''CIPCIS'''.
Nexus wiki articles referred to by this article:
Nexus wiki articles referred to by this article:

Revision as of 08:44, 27 April 2018


This template is so it may be included in several articles:

Programs and Tools

  • 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 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.
  • FNV 4GB Patcher by Roy Batty - LuthienAnarion. Sets LAA flag specifically to work with Steam version of FNV and GECK.
  • CCF Explorer by NTCore. Setting of LAA flag in EXE and DLL files, and more.
  • NTCore 4GB Patch by NTCore. General setting of LAA flag in executables only
  • CIPSCIS Script Validator by CIPCIS. Basic script synatx only. does not recognize Script Extenders.


Issue: Where to obtain the G.E.C.K.?

  • 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 GECK Main Page.
  • Recommended: The community developed "GECK 1.4 Power-Up" is an optional NVSE plugin supplement to GECK, and considered essential due to the additional diagnostic messages (especially for scripts that won't compile) it displays. It requires you to launch GECK with NVSE in order to function.

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.

Common Customizations:

  • In order to load multiple master (i.e. ESM) files into GECK at once, you need to edit the "GeckCustom.ini" file to add:
  • To enable more than one copy of the GECK (or both the FO3 and FNV versions) to be open at one time, edit the "GeckCustom.ini" file to add:
  • Disable the editor interface from hearing sounds by changing the following to "0", but a re-edit back to "1" will restore the ability when you need it. While not completely eliminating all frustrations, it seems to increase the amount of trouble-free edits between CTDs to multiple hours at a time.
  • You may find many things are invisible when viewing an interior cell in the New Vegas version of the GECK. Change the following from "1" to "0".
  • To get GECK to work with ENBSeries loaded so you can see ENB's effects while in the editor as well, try the following. And get ready for GECK to take >20 seconds to load on startup. But it'll look pretty.
  • In the "enblocal.ini" file located in the game root folder (i.e. <SteamInstallPath>\steamapps\common\Fallout New Vegas"), set:

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.
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 recommended 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".
  • Solution: Note you must launch GECK as an "Administrator" account, no matter if you are also loading NVSE or the "GECK Power-Up StandAlone".
  • 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 'PowerUp'), your target command line is ' "<game install path>\Fallout New Vegas\nvse_loader.exe" -editor ' 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".)
  • In the "Target:" field put the complete path to, and include the "target command line" as appropriate from above after it (e.g.
 "<path to Steam>\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editor
  • 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.

Issue: GECK Power Up or NVSE cannot find GECK.EXE

  • 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.

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.txt" and "editorwarnings.txt" 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" addon has 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
::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]
  • 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 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 doesn't automatically select FalloutNV.ESM or some DLC

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 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).

Issue: GECK won't tell me what's 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 1.4 Powerup mod 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.
  • Solution-2: 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 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.)
  • 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 >"?


Nexus wiki articles referred to by this article:

Nexus wiki articles that refer to this template: