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

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(Detail: update)
(Added 'TIP: Master files')
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: And get ready for GECK to take >20 seconds to load on startup. But it'll look pretty.</div>
 
: And get ready for GECK to take >20 seconds to load on startup. But it'll look pretty.</div>
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<span id="Tip-MasterFiles"></span>
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===== TIP: Master files =====
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: Thanks to '''madmongo''' of the Nexus Fallout "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"
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style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
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">A file becomes a "master" when a "dependent" plugin relies upon a record or asset from that master.  If you aren't copying a record from some other plugin into your new plugin, then it doesn't require ("depend upon") that plugin as a master file to provide the original definition of that record.  Editing a record's value or form list in your plugin does not create that dependency.  You usually have to "copy as override" from the master into your plugin and then make the changes there.  This is usually done after the "master" mod is created using '''xEdit/FNVEdit''', but it can be done in the '''GECK''' as well (often accidentally).
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The '''GECK''' will automatically add any "master" file that is loaded when you save your plugin.  These are usually ESM files, but there are exceptions.  ESP files are not "master" files, but you can fake out the GECK by setting the "master" flag in the ESP ''file header'' using '''xEdit''' (then turn it back off when you are done).  The game engine (and '''GECK''') will consider any file with the ESM flag set in the file header as a "master" regardless of the file extension.
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If you try to reference assets defined in an ESP and you haven't faked out the '''GECK''' to make it think the ESP is a "master", it won't handle the reference properly.  Best case: that part of your mod just doesn't work.  Worst case: it crashes the game.  Once a "master" file has become listed as part of a plugin's "file header" record, you have to use '''xEdit''' to "Clean Masters" to remove it safely or you will corrupt your plugin.  This procedure is described in the [http://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html#s_5-3-4 Tome of xEdit] manual.
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==== Issue: How to get GECK to load with NVSE? ====
 
==== Issue: How to get GECK to load with NVSE? ====
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* [http://geck.bethsoft.com/index.php?title=Main_Page Official GECK Main Page] by '''Bethesda Softworks'''.
 
* [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://geckwiki.com GECKWiki] Community maintained (more up to date) GECK Wiki.
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* [http://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html#s_5-3-4 Tome of xEdit]
 
* [http://www.nexusmods.com/newvegas/mods/41642/? GECK 1.4 Power-Up (Forked)] by '''hlp'''.  NVSE Plugin.
 
* [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/64888 GECK Extender] by '''Roy Batty - LuthienAnarion'''.  NVSE Plugin.

Revision as of 01:00, 12 September 2018


Overview

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 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.
  • 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.

Detail

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 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