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

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m (Detail: remove invalid char from header)
(Detail: removed invalid chars from headers)
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<span id="Issue-GeckCustomINI"></span>
 
<span id="Issue-GeckCustomINI"></span>
==== Issue GeckCustom.INI file ====
+
==== 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.  
  
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<span id="Tip-GeckCustomINIMissing"></span>
 
<span id="Tip-GeckCustomINIMissing"></span>
===== TIP '''GECKCustom.ini''' may be missing =====
+
===== 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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<span id="Issue-GECKPrefsINI"></span>
 
<span id="Issue-GECKPrefsINI"></span>
==== Issue '''GECKPrefs.INI''' file ====
+
==== 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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<span id="Issue-GECK+NVSE"></span>
 
<span id="Issue-GECK+NVSE"></span>
==== Issue How to get GECK to load with NVSE? ====
+
==== 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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<span id="Issue-GECK_Power-Up_or_NVSE_failure"></span>
 
<span id="Issue-GECK_Power-Up_or_NVSE_failure"></span>
==== Issue GECK Power Up or NVSE cannot find GECK.EXE ====
+
==== Issue GECK Power Up or NVSE cannot find GECK ====
 
* 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.
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<span id="Issue-GECK_start_creating_mods"></span>
 
<span id="Issue-GECK_start_creating_mods"></span>
==== Issue Where to start in creating mods? ====
+
==== 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-GECKWarnings_files"></span>
 
<span id="Issue-GECKWarnings_files"></span>
==== Issue Where are the '''warnings.txt''' and '''editorwarnings.txt''' files? ====
+
==== 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).
 
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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<span id="Issue-GECK_NAM_files"></span>
 
<span id="Issue-GECK_NAM_files"></span>
==== Issue GECK doesn't automatically select '''FalloutNV.ESM''' or some DLC ====
+
==== Issue GECK doesn't 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".
 
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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<span id="Issue-Configuration"></span>
 
<span id="Issue-Configuration"></span>
==== Issue How do I configure the GECK to do < something >? ====
+
==== Issue How do I configure the GECK to do something ====
 
* Please see the [[#Issue-GeckCustomINI|GeckCustom.INI]] entry.
 
* Please see the [[#Issue-GeckCustomINI|GeckCustom.INI]] entry.
 
* 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 03:48, 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 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