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

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== Detail ==
 
== Detail ==
 
<onlyinclude>
 
<onlyinclude>
==== <span id="Issue-ObtainGECK"></span>Issue: Where to obtain the G.E.C.K.? ====
+
==== <span id="Issue:_Where_to_obtain_the_G.E.C.K.?"></span>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.)
 
* 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-1a: You can download the "GECK. - New Vegas Edition" through Steam. It's under the "Library | Tools" tab in the Steam launcher.
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
">
Remember: you must run the GECK and NVSE Plugins with "Administrator" privileges.  So you don't forget, see [[#Issue-GECK_start_crash|Issue: GECK crashes upon starting]] to have the executable itself prompt you, or create a "shortcut" link which prompts you for this.
+
Remember: you must run the GECK and NVSE Plugins with "Administrator" privileges.  So you don't forget, see [[#Issue:_GECK_crashes_upon_starting|Issue: GECK crashes upon starting]] to have the executable itself prompt you, or create a "shortcut" link which prompts you for this.
 
: Create a shortcut to the GECK executable.
 
: Create a shortcut to the GECK executable.
 
: < Right-click > on the shortcut and select "Properties | Shortcut".
 
: < Right-click > on the shortcut and select "Properties | Shortcut".
 
:* If you just want to use the GECK without NVSE plugins, your  target command line executable is "geck.exe".
 
:* If you just want to use the GECK without NVSE plugins, your  target command line executable is "geck.exe".
:* If you wish to have NVSE loaded whenever you launch the GECK, please see the [[#Issue-GECK+NVSE|Issue: How to get GECK to load with NVSE?]] entry.
+
:* If you wish to have NVSE loaded whenever you launch the GECK, please see the [[#Issue:_How_to_get_GECK_to_load_with_NVSE?|Issue: How to get GECK to load with NVSE?]] entry.
 
</div>
 
</div>
 
::* [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.
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:::* Help links point to new community maintained wiki: [http://geckwiki.com GECKWiki].
 
:::* Help links point to new community maintained wiki: [http://geckwiki.com GECKWiki].
  
==== <span id="Issue-GeckCustomINI"></span>Issue: GeckCustom.INI file ====
+
==== <span id="Issue:_GeckCustom.INI_file"></span>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.  
 
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|GECK: Tips and Tricks]] article.
 
See also the wiki [[GECK:_Tips_and_Tricks|GECK: Tips and Tricks]] article.
  
===== <span id="TIP-GECKCustomINIMissing"></span>TIP: 'GECKCustom.ini' may be missing =====
+
<span id="Tip-GeckCustomINIMissing"></span>
 +
===== <span id="TIP:_'GECKCustom.ini'_may_be_missing"></span>TIP: 'GECKCustom.ini' may be missing =====
 
<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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">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.</div>
 
">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.</div>
  
===== <span id="Tip-GeckEnableAudio"></span>TIP: Disable Audio in GECK =====
+
<span id="Tip-GeckEnableAudio"></span>
 +
===== <span id="TIP:_Disable_Audio_in_GECK"></span>TIP: Disable Audio in GECK =====
 
<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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bEnableAudio=0</div>
 
bEnableAudio=0</div>
  
===== <span id="Tip-GeckMultipleMasters"></span>TIP: Enable loading multiple master files at once =====
+
<span id="Tip-GeckMultipleMasters"></span>
 +
===== <span id="TIP:_Enable_loading_multiple_master_files_at_once"></span>TIP: Enable loading multiple master files at once =====
 
<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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">bAllowMultipleMasterLoads=1</div>
 
">bAllowMultipleMasterLoads=1</div>
  
 
+
<span id="Tip-GeckMultipleCopies"></span>
===== <span id="Tip-GeckMultipleCopies"></span>TIP: Enable more than one copy of the GECK =====
+
===== <span id="TIP:_Enable_more_than_one_copy_of_the_GECK"></span>TIP: Enable more than one copy of the GECK =====
 
: (or both the FO3 and FNV versions).
 
: (or both the FO3 and FNV versions).
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
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">bAllowMultipleEditors=1</div>
 
">bAllowMultipleEditors=1</div>
  
 
+
<span id="Tip-GeckMultiBounds"></span>
===== <span id="Tip-GeckMultiBounds"></span>TIP: Enable 'MultiBounds' =====
+
===== <span id="TIP:_Enable_'MultiBounds'"></span>TIP: Enable 'MultiBounds' =====
 
: Thanks to '''pixelhate''' of the Nexus Fallout "Mod Talk" forum for the basis of the following:
 
: Thanks to '''pixelhate''' of the Nexus Fallout "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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</div>
 
</div>
  
 
+
<span id="Tip-GeckViewENB"></span>
===== <span id="Tip-GeckViewENB"></span>TIP: Load ENB Series with GECK =====
+
===== <span id="TIP:_Load_ENB_Series_with_GECK"></span>TIP: Load ENB Series with GECK =====
 
<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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: 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>
  
===== <span id="Tip-MasterFiles"></span>TIP: Master files =====
+
<span id="Tip-MasterFiles"></span>
 +
===== <span id="TIP:_Master_files"></span>TIP: Master files =====
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas Mod Troubleshooting" forum for the basis of the following:
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas Mod Troubleshooting" 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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</div>
 
</div>
  
==== <span id="Issue-GECKPrefsINI"></span>Issue: GECKPrefs.INI file ====
+
==== <span id="Issue:_GECKPrefs.INI_file"></span>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).
 
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).
  
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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.
 
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.
  
==== <span id="Issue-GECK+NVSE"></span>Issue: How to get GECK to load with NVSE? ====
+
==== <span id="Issue:_How_to_get_GECK_to_load_with_NVSE?"></span>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.<br>
 
* 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.<br>
 
: The [http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] NVSE Plugin with the Optional "Patcher" to make '''GECK''' 4GB aware and auto load NVSE is recommended.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red; background-color:#fff5f5;padding:3px;
 
: The [http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] NVSE Plugin with the Optional "Patcher" to make '''GECK''' 4GB aware and auto load NVSE is recommended.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red; background-color:#fff5f5;padding:3px;
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::* Click the "OK" button until the shortcut window closes.
 
::* Click the "OK" button until the shortcut window closes.
  
==== <span id="Issue-Power-UpNVSEfailure"></span>Issue: GECK Power Up or NVSE cannot find GECK.EXE ====
+
==== <span id="Issue:_GECK_Power-Up_or_NVSE_cannot_find_GECK.EXE"></span>Issue: GECK Power Up or NVSE cannot find GECK.EXE ====
 
* Cause: You must launch anything to do with GECK from an "Administrator" account.
 
* 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.
 
:* 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.
 
:: <span style="color: green; background-color:#fff5f5;">NOTE: The [http://www.nexusmods.com/newvegas/mods/64888/? 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.</span>
 
:: <span style="color: green; background-color:#fff5f5;">NOTE: The [http://www.nexusmods.com/newvegas/mods/64888/? 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.</span>
  
==== <span id="Issue-StartCreatingMods?"></span>Issue: Where to start in creating mods? ====
+
==== <span id="Issue:_Where_to_start_in_creating_mods?"></span>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.
 
* Cause: The GECK is only part of what you need to create mods, and it doesn't have a training manual.
 
:* Solution: Please see the wiki article [[Getting_started_creating_mods_using_GECK | Getting started creating mods using GECK]] for an overview of what is involved and links to various tutorials on specific subjects.
 
:* Solution: Please see the wiki article [[Getting_started_creating_mods_using_GECK | Getting started creating mods using GECK]] for an overview of what is involved and links to various tutorials on specific subjects.
  
==== <span id="Issue-WarningsFiles"></span>Issue: Where are the 'warnings.txt' and 'editorwarnings.txt' files? ====
+
==== <span id="Issue:_Where_are_the_'warnings.txt'_and_'editorwarnings.txt'_files?"></span>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).
 
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.
 
* Cause: It appears that Bethesda dropped these output files after FO3.
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::* 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).
 
::* 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).
  
==== <span id="Issue-GECK_CTD_editing_weapon"></span>Issue: GECK crashes upon editing a weapon ====
+
==== <span id="Issue:_GECK_crashes_upon_editing_a_weapon"></span>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."
 
"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.
 
This also occurs when "Fallout Character Overhaul" (FCO) is installed.
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:* 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|Missing Masters]] article for details.
 
:* 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|Missing Masters]] article for details.
  
==== <span id="Issue-GECK_start_crash"></span>Issue: GECK crashes upon starting ====
+
==== <span id="Issue:_GECK_crashes_upon_starting"></span>Issue: GECK crashes upon starting ====
 
* Cause-1: You don't have the correct permissions for running GECK.
 
* Cause-1: You don't have the correct permissions for running GECK.
 
:* Solution-1: GECK must be "run as administrator".
 
:* Solution-1: GECK must be "run as administrator".
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* 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.
 
* 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_CTD_editing_weapon|Issue: GECK crashes upon editing a weapon]] for a similar example.)
+
:* 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|Issue: GECK crashes upon editing a weapon]] for a similar example.)
  
==== <span id="Issue-GECK_MissingNAMs"></span>Issue: GECK doesn't automatically select FalloutNV.ESM or some DLC ====
+
==== <span id="Issue:_GECK_doesn't_automatically_select_FalloutNV.ESM_or_some_DLC"></span>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".
 
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".
  
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:* 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.
 
:* 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.
  
==== <span id="Issue-GECK_Landscape"></span>Issue: GECK doesn't show Landscape ====
+
==== <span id="Issue:_GECK_doesn't_show_Landscape"></span>Issue: GECK doesn't 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.
 
* 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".)
 
:* Solution: <Shift+L> will toggle the display of the Landscape.  (Thanks to '''VenonXNL''' for reporting the solution to this "mystery".)
  
==== <span id="Issue-GECK_hates_me"></span>Issue: GECK hates me in general or how to get started working with it ====
+
==== <span id="Issue:_GECK_hates_me_in_general_or_how_to_get_started_working_with_it"></span>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).
 
* 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).
 
:* Solution: Please see the wiki article [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]], which provides a more extensive overview and learning path on this subject, along with links to tools and tutorials.
 
:* Solution: Please see the wiki article [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]], which provides a more extensive overview and learning path on this subject, along with links to tools and tutorials.
  
==== <span id="Issue-GECK_script_failure"></span>Issue: GECK won't tell me what's wrong with my script ====
+
==== <span id="Issue:_GECK_won't_tell_me_what's_wrong_with_my_script"></span>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.
 
* Cause: The GECK does not report problems with scripts, and won't allow a script with errors to be saved.
 
:* Solution-1: the [http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] Plugin re-enables 1220+ Warning, Error, and General messages, in addition to providing more verbose messages and fixing many bugs.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red; background-color:#fff5f5;padding:3px;
 
:* Solution-1: the [http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] Plugin re-enables 1220+ Warning, Error, and General messages, in addition to providing more verbose messages and fixing many bugs.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red; background-color:#fff5f5;padding:3px;
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:* Solution-3: The [http://www.cipscis.com/fallout/utilities/validator.aspx 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.
 
:* Solution-3: The [http://www.cipscis.com/fallout/utilities/validator.aspx 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.
  
==== <span id="Issue-GECK_collapsed_columns"></span>Issue: GECK is missing text in fields ====
+
==== <span id="Issue:_GECK_is_missing_text_in_fields"></span>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.
 
'''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 [http://support.microsoft.com/en-us/kb/3000850 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 [[:File:GECK_Collapsed_Text_Field_Figure.jpg|GECK: Collapsed Text Field]]. [[File:GECK_Collapsed_Text_Field_Figure.jpg|thumbnail|100px|GECK: Collapsed Text Field Figure]]  {{Thumbnail_enlargement_message}})
 
* Cause: This occurs in the '''GECK''' for both "Fallout 3" and "New Vegas".  The problem originally appeared following the installation of [http://support.microsoft.com/en-us/kb/3000850 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 [[:File:GECK_Collapsed_Text_Field_Figure.jpg|GECK: Collapsed Text Field]]. [[File:GECK_Collapsed_Text_Field_Figure.jpg|thumbnail|100px|GECK: Collapsed Text Field Figure]]  {{Thumbnail_enlargement_message}})
Line 391: Line 395:
 
:: Now all columns should be expanded fully by themselves.  (See the [[:File:GECK_Expanded_Text_Field_Figure.jpg|GECK: Expanded Text Field]]. {{Thumbnail_enlargement_message}})
 
:: Now all columns should be expanded fully by themselves.  (See the [[:File:GECK_Expanded_Text_Field_Figure.jpg|GECK: Expanded Text Field]]. {{Thumbnail_enlargement_message}})
  
==== <span id="Issue-GECK_WaterTable"></span>Issue: GECK Render Window shows a large gray square in new world space ====
+
==== <span id="Issue:_GECK_Render_Window_shows_a_large_gray_square_in_new_world_space"></span>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.
 
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.
  
Line 397: Line 401:
 
:* 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.
 
:* 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.
  
==== <span id="Issue-Configuration"></span>Issue: How do I configure the GECK to do '{ something }'? ====
+
==== <span id="Issue:_How_do_I_configure_the_GECK_to_do_'{_something_}'?"></span>Issue: How do I configure the GECK to do '{ something }'? ====
 
* Please see the [[Getting_started_creating_mods_using_GECK#GeckCustom.INI|GeckCustom.INI]] entry in the "Getting started creating mods using GECK" article.
 
* Please see the [[Getting_started_creating_mods_using_GECK#GeckCustom.INI|GeckCustom.INI]] entry in the "Getting started creating mods using GECK" article.
 
* Also see the wiki [[GECK:_Tips_and_Tricks|GECK: Tips and Tricks]] article.
 
* Also see the wiki [[GECK:_Tips_and_Tricks|GECK: Tips and Tricks]] article.

Revision as of 02:21, 7 January 2019


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