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

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">(Replaced by '''GECK Extender'''.  Do not use both together.)</span>  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.
 
">(Replaced by '''GECK Extender'''.  Do not use both together.)</span>  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.
 +
:* [https://www.nexusmods.com/newvegas/mods/70962 Hot Reload (NVSE)] by '''Kormakur'''.  '''xNVSE''' plugin that allows you to edit and save scripts in '''GECK''' and update them live into the game without needing to restart it.
  
 
* 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.
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:* [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.
 
  
 
=== <span id="Image_Tools"></span>Image Tools ===
 
=== <span id="Image_Tools"></span>Image Tools ===
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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:
+
:: (Version specific manual linked under the "Portable" version entries.)
 +
:* [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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::: Blender Tools 1.01 by Kormgar
 
::: Blender Tools 1.01 by Kormgar
 
::: [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'''
 +
:* [https://archive.blender.org/wiki/index.php/Doc:2.4/Manual/ Blender v2.4x Manual] '''This version''' specific original manual.
 +
:: You can now import your ".nif" file without anything interfering with it.
 
:* [[Installation_of_Blender|Installation of Blender]] (Wiki article.)
 
:* [[Installation_of_Blender|Installation of Blender]] (Wiki article.)
 +
:* [https://www.nexusmods.com/newvegas/mods/69527 Blender 249b Nif Plugin Tutorial] by '''ACBRadio''' (Mod Description is tutorial with images).
 +
:* See also [[#Blender Mesh Editor|Blender Mesh Editor]] section for other tutorials and tips, such as how to clear the initial screen for loading a '''NIF''' file.
 +
* [https://vvvv.org/contribution/dds-converter DDS Converter 1.4] (freeware).  Convert JPG,TGA,PNG to DDS using NVIDIA Texture Tools 2.0 with CUDA Acceleration.  (Optionally resizes with [https://imagemagick.org/index.php Imagemagick]'s "Convert" feature (freeware).)
 
* [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.  
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::* Update parallax settings - change parallax values in shaders
 
::* Update parallax settings - change parallax values in shaders
 
::* Update MOPP code - update MOPP collision code with the proper working one
 
::* Update MOPP code - update MOPP collision code with the proper working one
 +
* [https://www.nexusmods.com/newvegas/mods/72194?tab=description TexA-DDS] (CL Tool) by '''Kuzja80'''.  Automatic tool for alignment and resizing textures (optimization) for any game.
 +
:* Supports all DDS formats (except some DX12)
 +
:* Support for 16k textures
 +
:* Fine correcting size mismatch
 +
:* Option to regenerate or not, mipmaps for all textures.  By default - mipmaps generate only if source texture contains it.
 
* [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://www.nexusmods.com/skyrim/mods/4328/? BAIN Archive Tools - BAT] by '''Surazal'''
 
* [http://www.nexusmods.com/skyrim/mods/4328/? BAIN Archive Tools - BAT] by '''Surazal'''
 
* [http://www.nexusmods.com/newvegas/mods/64745 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.
 
* [http://www.nexusmods.com/newvegas/mods/64745 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.
 +
:* [https://www.nexusmods.com/newvegas/mods/69145/? BSArch BSA BA2 Batch Extractor and Packer for MO2] Batch file to simplify using '''BSArch'''.  Completely configurable and customizable.  NOTE: MO2 instructions are in a separate ReadMe file.
 
* [http://www.nexusmods.com/oblivion/mods/41042/? 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.
 
* [http://www.nexusmods.com/oblivion/mods/41042/? 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.
 
: {{BSA Extraction Warning}}
 
: {{BSA Extraction Warning}}
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=== <span id="Scripting_Tools"></span>Scripting Tools ===
 
=== <span id="Scripting_Tools"></span>Scripting Tools ===
 
* [http://www.cipscis.com/fallout/utilities/validator.aspx 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.
 
* [http://www.cipscis.com/fallout/utilities/validator.aspx 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.
* [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] Site.
+
* [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] ''Silverlock'' Site.  No longer in development.  Use '''xNVSE''', which is fully backwards compatible and with further extensions.
 +
* [https://github.com/xNVSE/NVSE/releases xNVSE] ''GitHub'' Site.  A recommended "forked" extension of the original ''Silverlock'' NVSE version.
 
:* [http://www.gribbleshnibit.com/projects/NVSEDocs/# NVSE Documentation] by '''gribbleshnibit'''.
 
:* [http://www.gribbleshnibit.com/projects/NVSEDocs/# NVSE Documentation] by '''gribbleshnibit'''.
 
:* [http://www.nexusmods.com/newvegas/mods/58277/? JIP LN NVSE plugin] by '''jazzisparis''' and '''LuthienAnarion'''.
 
:* [http://www.nexusmods.com/newvegas/mods/58277/? JIP LN NVSE plugin] by '''jazzisparis''' and '''LuthienAnarion'''.
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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
+
:* [https://www.nexusmods.com/newvegas/mods/70962 Hot Reload (NVSE)] by '''Kormakur'''.  '''xNVSE''' plugin that allows you to edit and save scripts in '''GECK''' and update them live into the game without needing to restart it.
* [http://www.nexusmods.com/skyrim/mods/41440/? NMM ModuleConfig Creator] by Twilightassassin
+
:* [https://www.nexusmods.com/newvegas/mods/71878 SUP NVSE] by '''TommInfinite''', additional '''xNVSE''' HUD and Cursor [https://geckwiki.com/index.php?title=Category:Functions_(SUP_NVSE_Plugin) functions] (at the moment).
* [http://www.nexusmods.com/skyrim/mods/33797/? NMM Tracelog Help] by Thorne67
+
:* [https://www.nexusmods.com/newvegas/mods/70801 Improved Console (NVSE)] by '''Kormakur'''.  '''xNVSE''' plugin that enhances the in-game console's abilities to be able to execute and print results from ALL available script commands. Full scripting support inside console, including creating variables and evaluating '''NVSE''' expressions (arrays, strings) for easy mod development and prototyping. Mouse wheel scrolling included too.
 +
* [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/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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* [http://www.nexusmods.com/newvegas/mods/61248/? FonixData.cdf ( Easier .Lip Files ) by DingraThePishvaz] Mod. (Free) Alternative Lip-sync generator for FNV.
 
* [http://www.nexusmods.com/newvegas/mods/61248/? FonixData.cdf ( Easier .Lip Files ) by DingraThePishvaz] Mod. (Free) Alternative Lip-sync generator for FNV.
 
* [http://www.nexusmods.com/newvegas/mods/61265/? Latest Ogg Vorbis Libraries] by KaneWright. The game uses it for decoding OGG audio format.
 
* [http://www.nexusmods.com/newvegas/mods/61265/? Latest Ogg Vorbis Libraries] by KaneWright. The game uses it for decoding OGG audio format.
 +
* [https://www.nexusmods.com/newvegas/mods/70815 NVVA Synth] Mod by '''Dan Ruta '''.  AI based app for creating new voice lines using neural speech synthesis.
 
* [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.
  
 
=== <span id="Misc_Other_Tools"></span>Misc Other Tools ===
 
=== <span id="Misc_Other_Tools"></span>Misc Other Tools ===
* [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://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'''.
 +
* [https://taleoftwowastelands.com/viewtopic.php?f=55&t=7284 DarNified UI - TTW] (Mod) Fork of the "no longer supported" original.
 +
:* [https://www.nexusmods.com/newvegas/mods/63560 DarNified UI Font Dummies] (Mod) Allows you to use DarNified UI for Fallout 3 or New Vegas without editing INI files.
 +
:* [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.
 +
* [https://www.nexusmods.com/newvegas/mods/70364 FNV Diagnostics] by '''Eddoursul'''.  Finds issues in your load order and suggests steps to fix them.  
 
* [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.
 
* [http://www.nexusmods.com/skyrim/mods/60733/? Tree LOD billboard creator for xLODGen] by zilav
 
* [http://www.nexusmods.com/skyrim/mods/60733/? Tree LOD billboard creator for xLODGen] by zilav
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:* [http://tes5edit.github.io/docs/index.html Tome of xEdit] Current Online manual for all games.
 
:* [http://tes5edit.github.io/docs/index.html Tome of xEdit] Current Online manual for all games.
 
:* [http://www.nexusmods.com/newvegas/mods/38413/? xEdit/FNVEdit Training Manual] (PDF.) Older docs that generally apply to all '''xEdit''' versions for other games.
 
:* [http://www.nexusmods.com/newvegas/mods/38413/? xEdit/FNVEdit Training Manual] (PDF.) Older docs that generally apply to all '''xEdit''' versions for other games.
 +
:* [https://imgur.com/gallery/AscXD Editing records in FNVEdit] (Photo gallery) tutorial using ''creature alteration'' for the example.
 
:* [http://tes5edit.github.io/fopdoc/ Documentation for the xEdit Fallout plugin file formats]
 
:* [http://tes5edit.github.io/fopdoc/ Documentation for the xEdit Fallout plugin file formats]
  
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">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.
 +
 
 +
Recommend four changes to the '''GECKPrefs.INI''' file settings from those given on the '''GECKWiki''' [https://geckwiki.com/index.php?title=Version_Control Version Control] page:<br>
 +
<div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
[WhoCanMerge]<br>
 +
UserAccountName=1
 +
</div>
 +
<div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
[WhoCanForceCheckout]<br>
 +
UserAccountName=1
 +
</div>
 +
<div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
[SudoWhoCanMerge]<br>
 +
UserAccountName=1
 +
</div>
 +
<div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
[SudoWhoCanForceCheckout]<br>
 +
UserAccountName=1
 +
</div>
 +
: You will also probably need to run the GECK as an '''administrator''' account.
 +
 
 +
<span id="Tip-VCCellsCheckIn"></span>
 +
==== TIP Version Control - Checking in new Cells ====
 +
: 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+ */
 +
">Loaded "new" cells into my worldspace and edited terrain in them. If I just try to "check in" the "LAND" data to '''Version Control''' it pops up with an error saying it is ''"parented to cell data that needs to be checked in"''. But say I edit some Land data in the parts of my world space I've already edited I don't have to check in the cells; I can check in just land data without parent issues,
 +
 
 +
(Running as an "admin" with '''Version Control''' on NVSE enabled '''GECK''' with '''GECK Extender''', and have changed the one line in the '''GECKExtender.INI''' file as required for '''Version Control''' compatibility: INI needs the line ''bVersionControlMode'' to equal "1".  This just turns off the ability to check if ESMs are an active file, which conflicts with '''Version Control''' functions.)
 +
 
 +
So testing shows the issue appears to be a glitch in the region editor.  It is supposed to load cells within the region I set, but for whatever reason it did not do that. Upon creating a new region the issue was resolved.
 +
</div>
 +
 
 +
<span id="Tip-VCNetworkCheck"></span>
 +
 
 +
==== TIP Version Control - network folders check ====
 +
: 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+ */
 +
">After setting up for [https://geckwiki.com/index.php?title=Version_Control Version Control], if you open up "Windows File Explorer" and type "\\127.0.0.1" in the address field, do you see your '''Merging''' and '''CheckInBackup''' folders?  If it's blank then you don't have your network folders set up correctly.
 +
:* Go to whatever folder where you created your '''Merging''' and '''CheckInBackup''' sub-folders.
 +
:* <Right click> on your '''Merging''' folder, then <click> on '''Properties'''.
 +
:* <Click> on the '''Sharing''' tab.
 +
::: A window should pop up saying '''Choose people to share with'''.
 +
:* In the  '''Choose people to share with''' window, type in "''Everyone''" (without the quotes) and <click> '''Add'''.
 +
::: ''Everyone'' should now appear in the box under where you typed the name. It should say ''Read'' next to it, under '''Permission Level'''.
 +
:* <Click> on where it says ''Read'', and <click> on ''Read/Write'' to select it.
 +
::: Now it should say ''Read/Write'' next to ''Everyone''.
 +
:* Now <click> on '''Share''' on the lower right, then <click> on '''Done''' when that finishes (shouldn't take long).
 +
:* Repeat these steps for your '''CheckInBackup''' folder.
 +
: When you are done, you should see both your '''Merging''' and your '''CheckInBackup''' folders if you go to address "\\127.0.0.1" in "Windows File Explorer".
 +
</div>
 +
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>
  
Line 461: Line 553:
 
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'''.
 
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'''.
  
 +
*[https://www.nexusmods.com/newvegas/mods/70791 Editing and combining vanilla armor parts in Blender and then exporting them while cleaning them in Nifskope in a way that works in game] by '''clanky4 '''.  (PDF) tutorial walkthrough of editing/combing vanilla armor parts in blender and exporting them out again. And cleaning them up in Nifskope.
 
*[http://rd.nexusmods.com/newvegas/mods/64390 Different emission Vault Signs tutorial] by '''munnibha'''. Tutorial covering the following points:  
 
*[http://rd.nexusmods.com/newvegas/mods/64390 Different emission Vault Signs tutorial] by '''munnibha'''. Tutorial covering the following points:  
  
Line 472: Line 565:
  
 
&nbsp;
 
&nbsp;
 +
 +
<span id="Tip-AlternateTextures"></span>
 +
==== TIP Alternate Textures ====
 +
: Thanks to '''SGTbayk47''' 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+ */
 +
">Swapping to the "alternate textures" on a model is not quite as straightforward as one might think.  There are the "[https://geckwiki.com/index.php?title=SwapTextureOnRef SwapTextureOnRef]" and "[https://geckwiki.com/index.php?title=SwapTextureEx SwapTextureEx]" functions, which work fine in the console ... but not inside an "[https://geckwiki.com/index.php?title=OnActorEquip OnActorEquip]" event as one might assume.
 +
 +
Experiments showed the ''SwapTextureEx'' function worked fine in that event when the Actor loaded after the item was added to their "base inventory" (via "[https://geckwiki.com/index.php?title=BaseAddItem BaseAddItem]" in the mods startup script), but not after using an ''AddItem'' function to equip them.  With that knowledge, changed methods to now only use the equip event to set a variable in the mod's main script, which now contains the ''SwapTextureEx'' functions inside a ''GameMode'' block. This method is now working exactly as intended: the Actor equips the armor, sets the variable in the main mod script, and then this changes the offending textures to the correct ones!
 +
 +
When calling this function on the player, it should be called in both 1st and 3rd person mode ([https://geckwiki.com/index.php?title=IsPC1stPerson IsPC1stPerson]) as needed to affect both player models as they are treated separately.
 +
</div>
  
 
<span id="Tip-BodySlots"></span>
 
<span id="Tip-BodySlots"></span>
 +
 
==== TIP Biped and Equipped Objects ====
 
==== TIP Biped and Equipped Objects ====
 
: 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 623: Line 731:
 
</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;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">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>
Line 730: Line 856:
 
</pre>
 
</pre>
 
In that scenerio: placed a disabled version of the plant ('''GFMaize1''') to work out placement, angles, and scaling.  Then just give the ''placeatme'' plant '''PlacedRef''' (='''MaizePickable''') the disabled one's angle ('''RefAng''') and scale ('''RefScale''') information.
 
In that scenerio: placed a disabled version of the plant ('''GFMaize1''') to work out placement, angles, and scaling.  Then just give the ''placeatme'' plant '''PlacedRef''' (='''MaizePickable''') the disabled one's angle ('''RefAng''') and scale ('''RefScale''') information.
 +
</div>
 +
 +
<span id="Tip-TestCells"></span>
 +
==== TIP Test Cells ====
 +
<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 '''Nukapedia Portal''' has a [https://fallout.fandom.com/wiki/Fallout:_New_Vegas_test_cells FNV Test Cells] page listing various location cell Ref-IDs used by the developers for testing a variety things you may find of use with the console '''coc <Ref-ID>''' command.
 +
 +
A list of the game cell Ref-IDs (minus the wilderness IDs) can also be found [https://fallout.fandom.com/wiki/Fallout:_New_Vegas_cell_ID#Wasteland here].
 
</div>
 
</div>
  
Line 766: Line 903:
 
">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 773: Line 912:
  
 
* 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 781: Line 926:
  
 
:* 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 801: Line 943:
 
   
 
   
 
<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 885: Line 1,028:
 
</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 900: Line 1,043:
  
 
<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 911: Line 1,055:
 
</pre>
 
</pre>
 
You can safely ignore this message.  There is no such file, and it does not appear to cause any problems.
 
You can safely ignore this message.  There is no such file, and it does not appear to cause any problems.
 +
</div>
 +
 +
<span id="Tip-VWDObjects"></span>
 +
==== TIP VWD objects must be static ====
 +
: Thanks to '''ledzepiv''' 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"
 +
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+ */
 +
">[[File:VWDfakeDoor.png|thumbnail|800px|VWD Fake Door Figure]]
 +
Note that objects you wish to smoothly appear in the exterior "mid to far distance" (i.e. VWD objects) must be '''static objects'''.
 +
 +
For example, if you want to add a large "door/gate" to an exterior wall of Fort McCarran, then it has to be a fake '''static''' gate '''object''' placed in front of (but not actually connected to) a "door" activator instead of simply using the usual "door" object consisting of the combined door image and activator.
 +
 +
(See [[:File:VWDfakeDoor.png|VWD Fake Door Figure]].  {{Thumbnail_enlargement_message}})<br clear=all>
 
</div>
 
</div>
  
Line 916: Line 1,075:
 
Reusing cells from one plugin to another is a great time saver, but you have to bear some things in mind.
 
Reusing cells from one plugin to another is a great time saver, but you have to bear some things in mind.
  
:* The Trick is to make your new ESP first, only dependent on the main master file.  Save and close it.
+
:* The Trick is to make your new ESP first, only dependent on the main ''master'' file ("FalloutNV.esm").  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 needed.  Suggest "Wasteland cell / Good Springs" if you don't have any in particular in mind.  You can of course delete that cell later from your ESP if it's not needed for your purposes.
 
:: 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 needed.  Suggest "Wasteland cell / Good Springs" if you don't have any in particular in mind.  You can of course delete that cell later from your ESP if it's not needed for your purposes.
 
:* Then open your preferred tool adding the other files from which you want to use assets, (with your new .ESP as the "active file" in GECK).
 
:* Then open your preferred tool adding the other files from which you want to use assets, (with your new .ESP as the "active file" in GECK).
 +
:* If you are creating a "DLC sized" mod with new worldspaces, you definitely need to have the GECK in ''networked developer mode'' instead of the ''single user mode'' that most people use.  (See '''Version Control''' under [[#Tip-ModSize|TIP Limit to Mod Size]].)<br>
 +
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 +
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 +
white-space: pre-wrap;      /* css-3 */
 +
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+ */
 +
">Once you have version control set up, make sure that your mod's ESM is up to date both in your ''local files'' and in your ''network share''. Make sure that everything is ''checked in'' to version control and make sure that you have copied the network file version back to your local files.
 +
 +
Make sure that the mod with the worldspace that you want to add is an ESP. This won't work if it's an ESM.  Make sure that this mod doesn't depend on any other ''masters'', or else your new "DLC" mod will end up depending on those ''masters'' as well.
 +
 +
Now would be a really good time to back up all of your files, both ''local'' and ''network share''. If something screws up in the next steps, it can totally trash your mod. This is especially important because I am going from memory here and I've only done this a few times.
 +
 +
With ''networked mode'' / ''version control'' enabled, load up the '''GECK''' with your ESM mod and the ESP mod that contains the worldspace that you want to add to your mod. Go into ''version control'' in the '''GECK''' and it should list all of the things that are in the worldspace ESP as being changed since they are not in your ESM.  However, since you did not create this ESP in the '''GECK''' as a dependent mod from your new "DLC" mod, nothing is ''checked out''. So the first thing you need to do is select everything and select ''check out''. Once everything is ''checked out'', you can turn around and immediately ''check it back in'', which will remove it from the ESP and will place it into the ESM.
 +
 +
You might have to exit the '''GECK''' and restart it in between the ''check out'' and ''check in''.
 +
 +
Since your worldspace mod wasn't created with version control in mind, there are some things that can get screwed up doing this, especially if there are any conversations or script references in the ESP. But you'll get the worldspace and most things into your new "DLC" ESM properly.</div>
 +
 +
At least one novice mod creator has had success using '''Mator''''s [https://www.nexusmods.com/skyrim/mods/69905 Merge Plugins Standalone (MPS)] tool to combine two (or more) worldspace ESP plugins without having to utilize the network developer '''GECK Version Control''' approach.  This process automatically merges the selected plugins into a new plugin, which may then require editing. 
 +
 +
: Note that the resulting combined plugin still needs to conform to the 16MB file limit for "single user mode" plugins.  The '''GECK''' (but only when using '''Version Control''') re-orders the records, and places things that are accessed via offset down lower into your ESM.  Things that aren't accessed via their offset into the file (landscape, landscape textures, navmeshes, quests, etc) are placed afterwards in the file, enabling larger file sizes.  This re-ordering was not stated as an intended initial purpose of MPS, so caution is indicated.  Please take the time to read all the reasons WHY using '''Version Control''' (under [[#Tip-ModSize|TIP Limit to Mod Size]]) is still recommended.
  
At the moment we don't know of any way to duplicate exterior world spaces in GECK.  You can copy cell records between plugins in FNVEdit.  In order to change the FormID of the duplicated Worldspace, you need to work from the bottom up: changing the FormIDs of the children cells before the parent.
+
Finally, you can copy cell records between plugins in FNVEdit.  In order to change the FormID of the duplicated Worldspace, you need to work from the bottom up: changing the FormIDs of the children cells before the parent.
  
 
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.   
Line 937: Line 1,120:
  
 
There are a lot of things that FNVEdit and the GECK can both do, they just do it differently. Which one you choose to use is a matter of personal preference, but sometimes one has capabilities the other lacks.
 
There are a lot of things that FNVEdit and the GECK can both do, they just do it differently. Which one you choose to use is a matter of personal preference, but sometimes one has capabilities the other lacks.
 +
 +
<span id="Tip-SafeContainers"></span>
 +
==== TIP Making ''Safe'' containers ====
 +
: Thanks to '''GamerRick''' 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+ */
 +
">When you intend to make over an existing Interior cell so it has "safe storage" for the Player, you need to prevent "respawning" (which resets the cell state, including "containers" and encounters, to their original condition after three days by default).  Depending upon your needs, check these points:
 +
* the properties of all "containers" (which includes ''Actors'') to see if they have the ''Respawns'' option enabled, and disable it if supposed to be "safe storage".
 +
* the "ownership" of the Interior cell itself.  (Compare to that of other "player homes", including "factions".)
 +
* set the cell's [https://geckwiki.com/index.php?title=Encounter_Zone Encounter Zone] to one that has the ''Never Resets'' box enabled.  Then, no containers in that cell will ever reset regardless of their individual setting.  But note this also means the state of "defenses" such as traps and creatures will also not reset.
 +
</div>
  
 
== Additional Material ==
 
== Additional Material ==
Line 1,022: Line 1,218:
  
 
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.
Line 1,159: Line 1,357:
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
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.
 
">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.
 +
 +
You can just replace the sounds in an existing animation easily using '''NifSkope''':
 +
<div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
: Thanks to '''theswagnoob4''' for the comment on the Nexus "[https://www.nexusmods.com/newvegas/mods/69773?tab=posts Weapons of The New Millenia and Asurah Reanimation Pack Compatibility Patch]" mod forming the basis of the following:
 +
#  Open '''NifSkope'''.
 +
# Open the ".kf" animation file.
 +
# Navigate to the '''NiTextKeyExtraData''' node.
 +
# Open it by clicking on the arrow on the left.
 +
# Open "Text Keys".
 +
#: In each "Text Key" is a piece of text that defines the reload animation.  In at least one "Text Key" is a piece of text that says something like "Sound: WPN357RevolverCock".
 +
# Rename the "Text Key" to say something like "Sound: WPNPistol10mmReloadOut" (or whatever your replacement sound file is named).
 +
#: This example changes it from the sound of the .357 Revolvers cock sound to the 10mm pistol's "magazine out" noise.  Replace "WPN357RevolverCock" with whatever sound you want.</div>
  
 
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.
 
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.
Line 1,164: Line 1,374:
  
 
<span id="Tip-AnimationSummary"></span>
 
<span id="Tip-AnimationSummary"></span>
 +
 
====TIP Animation Summary====
 
====TIP Animation Summary====
 
: Thanks to '''pluramon''' and '''RoyBatterian''' on the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following summary:
 
: Thanks to '''pluramon''' and '''RoyBatterian''' on the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following summary:
Line 1,278: Line 1,489:
 
* [http://modsreloaded.com/creating-armor-in-fallout-3-with-blender-t3220.html Creating Armor in Fallout 3 with Blender] HTML.
 
* [http://modsreloaded.com/creating-armor-in-fallout-3-with-blender-t3220.html Creating Armor in Fallout 3 with Blender] HTML.
 
* [[Creating_armor_mashups_for_fallout|Creating armor mashups for fallout]] Wiki.
 
* [[Creating_armor_mashups_for_fallout|Creating armor mashups for fallout]] Wiki.
 +
* [https://www.nexusmods.com/newvegas/mods/70791 Editing and combining vanilla armor parts in Blender and then exporting them while cleaning them in Nifskope in a way that works in game] (PDF) Tutorial by '''clanky4'''.
 
* [[How_to_remove_the_BoS_decals_on_custom_Power_Armour|How to remove the BoS decals on custom Power Armour]] Wiki.
 
* [[How_to_remove_the_BoS_decals_on_custom_Power_Armour|How to remove the BoS decals on custom Power Armour]] Wiki.
 
* [http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: Standalone Armor] PDF.
 
* [http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: Standalone Armor] PDF.
Line 1,288: Line 1,500:
 
* [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:
 
<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+ */
">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:
 +
<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 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>
  
Line 1,327: Line 1,553:
 
* [http://blenderartists.org/t/rendering-a-cubemap-skybox/528461 Rendering a cubemap/skybox] HTML thread on using Blender v2.49 to create "environment cube map" (AKA cubemap/skybox).  Note first post response misunderstood the problem.  Keep reading.
 
* [http://blenderartists.org/t/rendering-a-cubemap-skybox/528461 Rendering a cubemap/skybox] HTML thread on using Blender v2.49 to create "environment cube map" (AKA cubemap/skybox).  Note first post response misunderstood the problem.  Keep reading.
 
* [[Rigging_skinning_and_dismemberment|Rigging skinning and dismemberment (aka "meatcaps")]] Wiki article by '''Leakingroof'''.
 
* [[Rigging_skinning_and_dismemberment|Rigging skinning and dismemberment (aka "meatcaps")]] Wiki article by '''Leakingroof'''.
 +
 +
<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:
 +
<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 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;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">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>
  
 
<span id="Tip-ClearDisplay"></span>
 
<span id="Tip-ClearDisplay"></span>
====TIP Blender Clear the display====
+
====TIP Clear the display====
 
: Thanks to '''M48A5''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
: Thanks to '''M48A5''' 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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<span id="TIP: BlenderExport"></span>
 
<span id="TIP: BlenderExport"></span>
====TIP Blender Export Settings====
+
====TIP Export Settings====
 
: Thanks to '''AusAllerWelt''' and '''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:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
Line 1,361: Line 1,605:
 
</div>
 
</div>
  
<span id="Tip-ImportTexture"></span>
+
<span id="Tip-ImportAnimation"></span>
====TIP Import Texture====
+
==== TIP Import Animations ====
: Thanks to '''AusAllerWelt''' of the "Fallout New Vegas Mod Talk" 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:
 
<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+ */
">* Select your mesh in ''Edit Mode'' and go to ''Windows Type | UV/Image Editor''. (See Fig-1.)<br>
+
">To create your own, start with the wiki article [[Creating_character_animations|Creating Character Animations]].
[[File:BlenderImportTexture Fig-1.jpg|thumb|300px|left|Blender Import Fig-1]]<br clear=all>
+
 
* 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>
+
A couple of things that aren't documented on that page:
[[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>
+
* 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.
[[File:BlenderImportTexture Fig-3.jpg|thumb|200px|left|Blender Import Fig-3]]<br clear=all>
+
 
 +
* 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.
 +
 
 +
* 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>
 
</div>
  
<span id="Tip-BlenderBlackTexture"></span>
+
<span id="Tip-ImportMesh"></span>
 
+
==== TIP Import Mesh ====
==== TIP Imported NIF texture appears Black ====
+
: Thanks to '''madmongo''' and '''AusAllerWelt''' 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:
 
 
<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+ */
">Mesh files (*.NIF) internally point to the texture file (*.DDS) designed for themThe "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" texture. In 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" first.  Be 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.
+
">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.
</div>
+
 
 +
Assume you have a basic mesh ".blend" file posed for the skeleton you want to make into a female armor.
 +
 
 +
* First of all, your mesh needs to be UV mapped. Don't use materials for this purpose. FNV requires UV mapping for textures.
  
<span id="Tip-NoobBlender"></span>
+
* 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.
 +
*: 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.
 +
*: 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.
  
====TIP New to Blender====
+
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.
: 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.
 
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.
 
  
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>
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* 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.
  
<span id="Tip-BlenderExport"></span>
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So basically, the TL:DR short summary version:
====TIP Blender version NIF export====
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# Create your mesh
: 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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# UV map your mesh
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# Import the human body mesh and skeleton
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# Remove any human body parts that aren't visible
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# Parent your mesh to the skeleton
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# Fix the bone weights
">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:
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# Export to NIF
<pre>"io_scene_nif.utility.nif_utils.NiError: non-uniform scaling not supported.  Workaround: apply size and rotations (CTRL-A) on '<object>'".</pre>
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# Fix the shader flags in '''NifSkope'''
Most probably the issue lies in using a newer version of Blender.  These are only minimally compatible with modding the older "Gamebryo engine" games.
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</div>
:* 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>
 
  
 
<span id="Tip-BlenderImport"></span>
 
<span id="Tip-BlenderImport"></span>
====TIP Blender Import other Model Formats====
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====TIP Import other Model Formats====
 
: Thanks to '''madmongo''' and '''user826''' of the Nexus Fallout "New Vegas GECK and Modders" 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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=== Collision ===
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<span id="Tip-ImportTexture"></span>
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
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====TIP Import Texture====
* [http://www.nexusmods.com/oblivion/mods/19739/? Blender Video Tutorial - Convex Collision] Video.
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: Thanks to '''AusAllerWelt''' of the "Fallout New Vegas Mod Talk" forum for the basis of the following.
* [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 Collision Impact Sounds====
 
: 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 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.
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">* 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>
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* 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>
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* 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>
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</div>
  
However, there is an INI file setting under "[Audio]":
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<span id="Tip-BlenderBlackTexture"></span>
<pre>
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==== TIP Import Texture NIF appears Black ====
fPlayerFootVolume=x
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: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
</pre>
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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:
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SetNumericINISetting "fPlayerFootVolume:Audio" x
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">Mesh files (*.NIF) internally point to the texture file (*.DDS) designed for themThe "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" texture.  In 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" first.  Be 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>
  
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.
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<span id="Tip-NIFObjectBounds"></span>
 
+
==== TIP Mesh Object Bounds ====
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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: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
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<div name="Note Box" class="boilerplate metadata" id="Notice Box"
In '''NifSkope:''' open the "Block" list window, select the ''BHKCollisionObject'', expand and look into each of the ''Nodes'' in the "Block Details" window.
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">Question: Do ''object bounds'' even matter?
 +
Noticed that the same meshes in different mods (Like '''Millenia''''s individual releases vs the same weapons in '''Weapons of the New Millenia''') often have different ''object bounds'' in '''GECK'''.  Also, since many weapon mods add silencers, extended mags/barrels, etc., the mesh parameters are bound to change.
  
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.
+
Answer: Yes and no.  The ''object bounds'' is indirectly related to the ''collision mesh''.  On an old or performance challenged PC this might cause a bit of a performance issue, but on a modern PC it's not likely to matter.
  
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.
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Details: You need the collision mesh to cover enough of the object (e.g. weapon) so that when dropped the object lands somewhat realistically on the ground. Using a simple box will often do the trick though.
  
Don't forget that the "armature/skeleton" can have it's own HAV_MAT as well.
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If, for example, the collision mesh doesn't cover the silencer, then when the weapon drops theoretically the silencer could end up clipping through another object, which would look a little odd.  Most of the time though, when a weapon drops it's just going to land on flat ground and won't be so close to something else that the collision will really matter all that much.
  
If you alter the mesh NIFs for your mod, you will have to include them in your packageThere are basically two ways of doing so:
+
In addition to the collision mesh you also have the ''object bounds'', which you can think of as a big box that surrounds the weapon or object(See [https://geckwiki.com/index.php?title=Bethsoft_Tutorial_Static_Collections#Blender_and_NifSkope_Considerations Bethsoft Tutorial Static Collections: Blender_and_NifSkope_Considerations].) Basically, once something is inside that box, then the game engine will check its collision mesh against the object's collision mesh. So if you make the bounding box too big the only thing that it will do is make the game engine work a little harder checking collision meshes before it really needs to.
* 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>
 
</div>
  
<span id="Tip-ObjectCollision"></span>
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<span id="Tip-NoobBlender"></span>
  
==== TIP Custom Object Collision ====
+
====TIP Noob to Pro Tutorial====
: Thanks to '''madmongo''' and '''pixelhate''' 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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">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 '''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.
  
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.
+
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 internetThe 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>
</div>
 
  
=== Conversions ===
+
<span id="Tip-Unweighted"></span>
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
+
==== TIP Unweighted Vertices ====
* [http://forums.nexusmods.com/index.php?/topic/250761-converting-fo3-mod-for-fnv/ Converting FO3 Mod for FNV] Thread.
+
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
* [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.
 
 
 
<span id="Tip-MeshConversion"></span>
 
====TIP Converting meshes====
 
: Thanks to '''madmongo''' and '''MA48A5''' of the Nexus Fallout "New Vegas 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 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'''?
+
">Sometimes '''Blender''' will not allow you to export your NIF because it has "unweighted vertices".
  
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.)
+
You're probably not doing anything wrong. '''Blender''' just can't figure out how to do the bone weights. ('''Blender''' can be a bit mentally challenged at times.)
  
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").
+
If you are adding a ''static object'' to an Actor, you probably want all of the vertices on that object to be weighted to one bone anyway, otherwise the static object will deform as the creature/person moves. Select your static mesh (after it has been parented), go into ''weight paint'', find the bone you want to weight it to, set the weight to "1" (100 percent) in '''Blender''' (you might need to ''paint'' at least one vertex at this point), then press <F> to go into "face mode", <A> to "select all", and <Shift-K> to assign the weight value to all selected vertices.
  
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.
+
If you DO want the object to deform as the creature moves, then you'll have to go in and paint the weights yourself. If it's selecting the entire mesh then chances are '''Blender''' is just getting itself confused and is just saying "Here, I give up. You do it yourself."
  
Statics don't have a skeleton so those will port much more easily.
+
You might try using '''Blender''''s ''Create from Bone Heat'' option when parenting the object. That might do a better job of assigning weights to the vertices than the bone weight copy scripts. Then again, might not. Depends on the mesh.
  
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.
+
Another trick is that once you get some experience with '''Blender''', you can start to predict what it's going to do right and what it's likely to screw up. You can sometimes resize or deform your mesh so that '''Blender''' will assign all of the weights properly, then edit the mesh after the weights are assigned to put it back into its original size and shape.
 +
</div>
  
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 bodies. Note 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.
+
=== Collision ===
 +
[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.
  
'''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.
+
<span id="Tip-CollisionSounds"></span>
 +
====TIP Collision Impact Sounds====
 +
: 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 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.
  
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.
+
However, there is an INI file setting under "[Audio]":
 +
<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 before32 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.
 +
 
 +
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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+
In '''NifSkope:''' open the "Block" list window, select the ''BHKCollisionObject'', expand and look into each of the ''Nodes'' in the "Block Details" window.
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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.
+
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.
  
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.
+
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.
  
'''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.
+
Don't forget that the "armature/skeleton" can have it's own HAV_MAT as well.
  
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.
+
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:
</div>
+
* 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>
 
</div>
  
<span id="Tip-PluginCopy"></span>
+
<span id="Tip-ObjectCollision"></span>
====TIP Copying between plugins====
+
 
 +
==== 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 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 needed. Suggest Wasteland cell / Good SpringsYou 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>
 
  
=== Creature Creation ===
+
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.
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
+
</div>
  
The process of creating a "creature" is essentially the same as creating a "NPC Companion", but without the "companion wheel".
+
=== Conversions ===
 +
[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.
 +
* [https://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/?tab=comments#comment-690766 New Clothing Body Style Converter] Tool for converting any armor from one body style to another; 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://tes5edit.github.io/docs/index.html Tome of xEdit] Current Online manual for all game versions.
 +
* [http://www.nexusmods.com/newvegas/mods/38413/? FNVEdit Training Manual] Older version 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.
  
* [http://www.nexusmods.com/fallout3/mods/6306/? Adding a custom creature to Fallout 3 Tutorial by Ominus] PDF.  Very Basic.
+
<span id="Tip-MeshConversion"></span>
* [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.
+
====TIP Converting meshes====
* [http://www.nexusmods.com/newvegas/mods/60497/? Bringing Life to the Mojave by Mindboggles] PDF.
+
: Thanks to '''madmongo''' and '''MA48A5''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
* [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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">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''.
+
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.)
</div>
+
 
 +
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").
  
=== Custom NPCs ===
+
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.
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.]]
 
  
* See the [[#Scripting|Scripting]] section regarding:
+
Statics don't have a skeleton so those will port much more easily.
:* types of scripts: Objects, Quests, and "Base Effects".
+
 
:* [[#TIP-EditorIDNames|'''TIP: Do not begin Editor-IDs with numbers.''']]
+
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.
:* [[#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>
+
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 bodies.  Note 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.
  
"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.
+
'''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.
  
* [http://www.nexusmods.com/newvegas/mods/45278/? Advanced Companion creation guide with Companion Wheel] HTML. (Most recommended.)
+
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.
* [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] 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 gameTa-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>
+
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==== TIP Actor height in GECK ====
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: 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 shorter.  Setting the height to "1.05" would make them 5 percent taller (105 percent of normal height).
+
">
 +
<span style="color: orange; background-color:#424242;" id="Tip-MeshConversionFootnote1">Footnote [1]:</span> This statement deserves some clarification.
  
'''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.
+
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.
  
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".
+
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>
 
</div>
  
<span id="TIP-AIPackageBasics"></span>
+
<span id="Tip-PluginCopy"></span>
==== TIP AI Package Basics ====
+
====TIP Copying between plugins====
 
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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.)
+
">
 +
* 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 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>
  
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.)
+
=== Creature Creation ===
 +
[When linking to a Video, be sure to check the page sidebar for additional, related subject videos.]
  
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".
+
The process of creating a "creature" is essentially the same as creating a "NPC Companion", but without the "companion wheel".
  
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?
+
* [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.
  
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.
+
<span id="Tip-EmbeddedWeapon"></span>
 
+
====TIP Locate Embedded Creature Weapon====
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.
+
: Thanks to '''uhmattbravo''' of the Nexus FalloutNV 'New Vegas GECK and Modders' sub-forum for the following:
 
 
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.
 
 
 
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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">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/newvegas/mods/69752 Bringing Life to the Mojave Redux Tutorial] PDF by '''Mindboggles'''. (Techniques and an in-depth look at the process.)
 +
* [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 customize 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-CharGenFacePresets"></span>
+
<span id="TIP-AIPackageBasics"></span>
====TIP CharGen Face Presets====
+
==== TIP AI Package Basics ====
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following.
 
 
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">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":
+
">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.)
* [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.
+
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.)
 +
 
 +
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".
  
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.
+
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?
  
There are two bugs you need to be aware of.
+
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.
* 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.
 
  
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.
+
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.  (And an "AddScriptPackage" package seems to be over when the Actor "teleports", such as "catching-up the distance" when following, or between interior and exterior cells.)  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-CompanionWheel"></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, and the evaluation of which package is "true" starts again, 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 Companion Wheel====
+
See also:
: Thanks to '''madmongo''' of the Nexus FalloutNV 'New Vegas GECK and Modders' sub-forum for the following basic summary:
+
* [[#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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">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.
+
">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.
  
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.
+
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.
  
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
+
The example script below uses the '''JIP LN NVSE''' function ''GetDistance2D'', but it will work fine with the vanilla ''GetDistance'' function as well.
(you've done a ''SetPlayerTeammate 1'' on the NPC, which is usually done when hiring the NPC).
+
<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
  
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.
+
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-CustomRaceFaces"></span>
+
<span id="Tip-NPCPreview"></span>
====TIP Custom Race and Faces====
+
====TIP Avoid CTD previewing NPCs====
: Thanks to '''madmongo''' 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.
+
">To avoid crashing the GECK when you desire to "preview" an NPC, try opening their face "advanced" tab firstThen 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>
</div>
 
  
<span id="Tip-CustomSkinTextures"></span>
+
<span id="Tip-OnlyOneRace"></span>
 
+
====TIP Changing only one race====
====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:
 
: 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>
+
">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.
  
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;
+
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.  
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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'''.
 
  
Make sure the ''Playable'' box is checked. As long as you copied from another playable race, it should be checked already.
+
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.
  
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.
+
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>
  
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.)
+
<span id="TIP-CompanionWheel"></span>
 
 
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.
 
  
 +
====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-CustomNPCRace"></span>
 +
==== TIP Custom NPC Race ====
 +
: Thanks to '''Armok74''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
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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>
+
">So, you have a custom player race (see [[#Tip-CustomRaceFaces|TIP Custom Race and Skin Textures]]) you would like to add to the NPC population and were hoping there would just be a way to add the new race to a list the game picks from.  But it seems every race in every role is a separate entry and you have to make a new entry for Goodsprings settlers, melee Powder Gangers, Fiends with rifles, Vegas gamblers in suits, armoured Rangers, etc., etc..  Is that the only option there is?
 +
 
 +
: Yep. That's the way. Edit some NPC that uses other NPCs as a template and then add your NPC to the corresponding LeveledCharacter List with the "Var-" prefix in it's ID, for example "Fiend1GunAFNV" goes to "VarFiend1GunNV".
 +
 
 +
The race "ST Robot Race" used a script to give the robot a head and "gloves" for hands, makes them an undroppable quest item and equips them.  Can that script just be attached to NPCs too?
 +
 
 +
<div style="margin:0px 10px 10px 20px;color: lightgray;background-color:#333333;padding:3px;>
 +
That script works for player only. You can write a similar Object script that equips head and gloves on spawn but you don't really need to do that. If you have "Old World Blues" (OWB) just look up how '''trauma suits''' work - they are just NPCs that use non-playable armor.
  
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.
+
Basically what you need is make Non-Playable variants of head and gloves armors that were added by mod and add them to your NPCs. If the NPC uses a template: just uncheck the "Use Inventory" box and edit the inventory. Then you can add your NPC in the corresponding LeveledCharacter list and that's it.
  
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.
+
But some NPCs have armor with exposed skin so you'll need to make custom armor. Same process as with head and gloves armor.  
  
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.
+
Usually generic NPCs use Leveled Item lists for armor - you can just replace it with your armor or make a leveled list of your custom armor if you want to. (See [[#Tip-LeveledLists|TIP Adding Items to Actors aka Leveled Lists]].)</div>
 
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</div>
  
<span id="Tip-Hostility"></span>
+
<span id="Tip-CustomRaceFaces"></span>
====TIP Hostility between NPCs====
+
====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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">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.   
+
">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.
 
 
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. 
 
 
 
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>
  
<span id="Tip-InterruptCombat"></span>
+
<span id="Tip-CustomSkinTextures"></span>
  
====TIP Interrupt combat for dialog====
+
====TIP Custom Race and Skin Textures====
: Thanks to '''clanky4''' 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 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.)
+
">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.
 +
 
 +
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.
 +
 
 +
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''.
  
When the conditions for that interruption are correct, use the command:
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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>
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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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">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).
+
Make sure the ''Playable'' box is checked. As long as you copied from another playable race, it should be checked already.
 +
 
 +
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.)
  
If you wish to only stop the fighting flag for a single actor, refer to [http://geckwiki.com/index.php/StopCombat StopCombat].
+
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>
 
  
<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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">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.
+
">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>
  
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.
+
It should go without saying that all of these textures have to be somewhere in your "Data\Textures" folder.
  
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.)
+
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.
  
See also [http://geckwiki.com/index.php/How_Are_Packages_Evaluated How Are Packages Evaluated].
+
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.
  
===== 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):
 
 
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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>
: Set IsFollowingDefault to 1
+
 
: Set IsFollowingLong to 0
+
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.
: Set waiting to 0
+
 
: MyNPCREF.evp
+
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.
 +
 
 +
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>
 
</div>
If you want the NPC to '''Follow Long''', you would do the following:
+
 
 +
<span id="Tip-Hostility"></span>
 +
====TIP Hostility between NPCs====
 
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">
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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 0
+
 
: Set IsFollowingLong to 1
+
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>
 
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: <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-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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">
+
">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.)
: Set IsFollowingDefault to 0
 
: Set IsFollowingLong to 0
 
: Set waiting to 1
 
: MyNPCREF.evp
 
</div>
 
: <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
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">(Don't forget to set the ''Guard Location'' on the '''Wait''' package to "Near Current Location" instead of the default "Near Editor Location", or the companion will run off to wait at their spawn site.)</span>
 
  
Note that you want to set variables to enable your packages, and also clear variables to stop the other packages from trying to run. You want to set it up so that the only condition that evaluates to '''true''' is the one that's for the package you want the NPC to run. For example: if you want the NPC to follow the "default" package, you need to enable the '''IsFollowingDefault''' variable while disabling both the '''IsFollowingLong''' and the '''Wait''' package variables.
+
When the conditions for that interruption are correct, use the command:
 +
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">PlayerRef.[http://geckwiki.com/index.php/StopCombatAlarmOnActor StopCombatAlarmOnActor]
 +
</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).
  
===== Conversations =====
+
If you wish to only stop the fighting flag for a single actor, refer to [http://geckwiki.com/index.php/StopCombat StopCombat].
The ''HasBeenHired'' variable would be used to enable or disable various conversation options, and would also be set when the NPC is hired and cleared when the NPC is fired (and again, an ''.EVP'' would be done to get the character to ''sandbox'' when not hired so they don't just stand there like an idiot).
+
</div>
  
If you want a fully functional command wheel, you '''''have to use the conversation topics''''' that the command wheel expects.
+
<span id="Tip-NPCMovement"></span>
 +
====TIP Making NPCs move aka AI Packages====
 +
: Thanks to '''madmongo''', '''EPDGaffney''', '''FiftyTifty''', and '''UnvalidUserName''' 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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 +
">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.
  
The first tutorial listed ('Advanced Companion creation guide with Companion Wheel') is recommended for learning to use the "companion command wheel".
+
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.
  
[[File:EPDGaffney_AIPackage-GoingHome.png|thumbnail|100px|AIPackage-GoingHome_Fig-01]]
+
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.)
Some people prefer to follow the simpler instructions and example in the [http://forums.nexusmods.com/index.php?/topic/900821-fnv-companion-tutorial/ FNV Companion Tutorial] Thread by '''trilioth''' (even though it does not include how to use the "companion wheel"), but get confused at "Step 3: Create AI Packages".
 
  
The way this was done in the vanilla game (and the [[:File:EPDGaffney_AIPackage-GoingHome.png|AIPackage-GoingHome_Fig-01]] image here) was using quest variables, whereas '''trilioth''''s tutorial uses script variables.  Follow the tutorial, as based on the preceding steps you should have these variables in your object script, not your quest script. The way you create the package is the same otherwise. (See [[:File:EPDGaffney_AIPackage-GoingHome.png|AIPackage-GoingHome_Fig-01]]. {{Thumbnail_enlargement_message}})
+
See also [http://geckwiki.com/index.php/How_Are_Packages_Evaluated How Are Packages Evaluated].
  
<span style="text-align: left; color: red; background-color:#fff5f5;">(WARNING: There is a bug in '''GECK''' on versions of '''Windows''' after Win7 that causes the columns under the "Conditions" tab to be collapsed to the left and appear to not be present.  Accessing this field in the "AI Package" form consistently causes this bug to trigger, and it then affects other "list box" type fields in other forms.  Please see the [[#Issue:_GECK_is_missing_text_in_fields|Issue: GECK is missing text in fields]] entry for suggestions on dealing with this.)</span>
+
===== 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):
===== Package Types =====
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
For '''Patrol''' packages your "Patrol Leader" NPC needs to be linked to your first "X marker" in the navmeshed patrol path.  (See the [[#Tip-NavMeshExteriors|TIP: Navmeshing Exterior cells.]])  All "X markers" in the patrol path need a ''unique ID'', need to be ''persistent'', and linked to each other in the succession you wish it traversed. "Idle markers" can be used but need ''duration'' times set and need to be made ''persistent''.  Patrol packages might be buggy with idle markers: they worked in Fallout 3, but in the experience of mod creators have issues in '''New Vegas'''.  For parties of more than one Actor, the remainder should "Guard" the "Patrol Leader" in order to react to threats to that Leader.
+
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 
+
background-color:#424242;padding:3px;
To make a new '''Patrol''' package with a unique ID: Just edit a base package to your liking; then change the Editor-ID name. '''GECK''' will create a new form. Make sure the package type is '''Patrol''', the ''starting location'' is a linked reference (e.g. "X marker"), and flagged ''repeatable''. Then give the NPC the new package and link your NPC to the first marker in the patrol path.
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
+
">
An NPC not waking up from sleep is an indication the time schedule conflicts with another package. All it should need is a package type of '''Sleep''', a ''schedule time'' and ''duration'' (do not allow the times to overlap with other packages), flag enable ''fallout behavior'' & for ''location'': the ''name of a cell'' or a linked reference (which needs to be selected) or a ''near reference'' (if you have multiple beds for instance and don't care which they use).
+
: 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>
  
''Sandboxing'' chooses things completely at random, including just standing where they are and picking idles from the idle manager.  '''Exterior sandbox''' type packages need a package type of ''sandbox'', and a ''wander location'' set with a ''radius'', rather than just in a particular cell.  Set whatever flags you want in: ''allowed behavior'', enabled ''fallout behavior'' in flags, and a non overlapping time scheduled.
+
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;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
: Set IsFollowingDefault to 0
 +
: Set IsFollowingLong to 0
 +
: Set waiting to 1
 +
: 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+ */
 +
">(Don't forget to set the ''Guard Location'' on the '''Wait''' package to "Near Current Location" instead of the default "Near Editor Location", or the companion will run off to wait at their spawn site.)</span>
  
You'll also want to avoid locking/unlocking doors in ''packages'', as this is completely broken and unreliable in '''New Vegas'''.
+
Note that you want to set variables to enable your packages, and also clear variables to stop the other packages from trying to run. You want to set it up so that the only condition that evaluates to '''true''' is the one that's for the package you want the NPC to run. For example: if you want the NPC to follow the "default" package, you need to enable the '''IsFollowingDefault''' variable while disabling both the '''IsFollowingLong''' and the '''Wait''' package variables.
  
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.
+
===== Conversations =====
 +
The ''HasBeenHired'' variable would be used to enable or disable various conversation options, and would also be set when the NPC is hired and cleared when the NPC is fired (and again, an ''.EVP'' would be done to get the character to ''sandbox'' when not hired so they don't just stand there like an idiot).
  
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 you want a fully functional command wheel, you '''''have to use the conversation topics''''' that the command wheel expects.
  
If your NPCs take off for parts unknown when following a package, make sure you have a "North Marker" placed in the cell.
+
The first tutorial listed ('Advanced Companion creation guide with Companion Wheel') is recommended for learning to use the "companion command wheel".
  
To make the NPC go back to Goodsprings (for example), you need a package that sends him there. The condition for the package will be similar to "<CompanionREF>.HasBeenHired == 0". You don't necessarily need to make an Xmarker the destination. You can have the package be a sandbox inside the "Goodsprings Saloon" cell if you want. Then he'll just ''sandbox'' around inside the Saloon whenever he isn't hired and he'll go back there if you fire him.
+
[[File:EPDGaffney_AIPackage-GoingHome.png|thumbnail|100px|AIPackage-GoingHome_Fig-01]]
See also [[#TIP-AIPackages|TIP: Using AI Packages.]]
+
Some people prefer to follow the simpler instructions and example in the [http://forums.nexusmods.com/index.php?/topic/900821-fnv-companion-tutorial/ FNV Companion Tutorial] Thread by '''trilioth''' (even though it does not include how to use the "companion wheel"), but get confused at "Step 3: Create AI Packages".
 +
 
 +
The way this was done in the vanilla game (and the [[:File:EPDGaffney_AIPackage-GoingHome.png|AIPackage-GoingHome_Fig-01]] image here) was using quest variables, whereas '''trilioth''''s tutorial uses script variables.  Follow the tutorial, as based on the preceding steps you should have these variables in your object script, not your quest script.  The way you create the package is the same otherwise.  (See [[:File:EPDGaffney_AIPackage-GoingHome.png|AIPackage-GoingHome_Fig-01]].  {{Thumbnail_enlargement_message}})
 +
 
 +
<span style="text-align: left; color: red; background-color:#fff5f5;">(WARNING: There is a bug in '''GECK''' on versions of '''Windows''' after Win7 that causes the columns under the "Conditions" tab to be collapsed to the left and appear to not be present.  Accessing this field in the "AI Package" form consistently causes this bug to trigger, and it then affects other "list box" type fields in other forms.  Please see the [[#Issue:_GECK_is_missing_text_in_fields|Issue: GECK is missing text in fields]] entry for suggestions on dealing with this.)</span>
 +
 
 +
===== Package Types =====
 +
For '''Patrol''' packages your "Patrol Leader" NPC needs to be linked to your first "X marker" in the navmeshed patrol path.  (See the [[#Tip-NavMeshExteriors|TIP: Navmeshing Exterior cells.]])  All "X markers" in the patrol path need a ''unique ID'', need to be ''persistent'', and linked to each other in the succession you wish it traversed. "Idle markers" can be used but need ''duration'' times set and need to be made ''persistent''.  Patrol packages might be buggy with idle markers: they worked in Fallout 3, but in the experience of mod creators have issues in '''New Vegas'''.  For parties of more than one Actor, the remainder should "Guard" the "Patrol Leader" in order to react to threats to that Leader.
 +
 
 +
To make a new '''Patrol''' package with a unique ID: Just edit a base package to your liking; then change the Editor-ID name.  '''GECK''' will create a new form.  Make sure the package type is '''Patrol''', the ''starting location'' is a linked reference (e.g. "X marker"), and flagged ''repeatable''. Then give the NPC the new package and link your NPC to the first marker in the patrol path.
 +
 
 +
An NPC not waking up from sleep is an indication the time schedule conflicts with another package.  All it should need is a package type of '''Sleep''', a ''schedule time'' and ''duration'' (do not allow the times to overlap with other packages), flag enable ''fallout behavior'' & for ''location'': the ''name of a cell'' or a linked reference (which needs to be selected) or a ''near reference'' (if you have multiple beds for instance and don't care which they use).
 +
 
 +
''Sandboxing'' chooses things completely at random, including just standing where they are and picking idles from the idle manager.  '''Exterior sandbox''' type packages need a package type of ''sandbox'', and a ''wander location'' set with a ''radius'', rather than just in a particular cell.  Set whatever flags you want in: ''allowed behavior'', enabled ''fallout behavior'' in flags, and a non overlapping time scheduled.
 +
 
 +
You'll also want to avoid locking/unlocking doors in ''packages'', as this is completely broken and unreliable in '''New Vegas'''.
 +
 
 +
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://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.
 +
 
 +
To make the NPC go back to Goodsprings (for example), you need a package that sends him there. The condition for the package will be similar to "<CompanionREF>.HasBeenHired == 0". You don't necessarily need to make an Xmarker the destination. You can have the package be a sandbox inside the "Goodsprings Saloon" cell if you want. Then he'll just ''sandbox'' around inside the Saloon whenever he isn't hired and he'll go back there if you fire him.
 +
See also [[#TIP-AIPackages|TIP: Using AI Packages.]]
  
 
===== Teleporting and Following Navmeshes =====
 
===== Teleporting and Following Navmeshes =====
Line 1,978: Line 2,331:
  
 
The other thing that might stop a companion from moving is if they aren't on a valid '''Navmesh'''. If the area that they are in isn't '''Navmeshed''', then they will just stand there.
 
The other thing that might stop a companion from moving is if they aren't on a valid '''Navmesh'''. If the area that they are in isn't '''Navmeshed''', then they will just stand there.
 +
 +
===== Waves of Actors =====
 +
To get "waves" of Actors to move according to a given package, first place the Actors of each wave where you want them to spawn, keeping them initially disabled.  However, instead of disabling the Actors all individually, have an ''xMarker'' for each "wave"; and for all of the Actors in that wave, set their "enable ref" to be the ''xMarker'' for that "wave".  Have all of the waves' ''xMarkers'' initially set to disabled and then enable each wave ''xMarker'' ref with a quest script at intervals as desired each time if the player is in the correct Cell.  The advantage of this method is that your script has one line for each wave and you don't need to keep track of all of the Actor ref-IDs; only your wave ''xMarker'' ref-IDs and you only have as many of them as you have waves.
 
</div>
 
</div>
  
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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+ */
">It is generally understood that you cannot add Perks to '''Companions''' in the same way as to the Player.  However, according to a [http://fallout.gamepedia.com/Blog:News/New_Vegas_dev_quote_roundup J.E. Sawyer (FNV project director) Q&A roundup]:
+
">It is generally understood that you cannot add Perks to '''Companions''' in the same way as to the Player.  Bethesda's documentation for '''AddPerk''' says that it works on any actor, which is wrong. You can't add a perk to an NPC (well, technically you can, but it doesn't do anything).  However, according to a [http://fallout.gamepedia.com/Blog:News/New_Vegas_dev_quote_roundup J.E. Sawyer (FNV project director) Q&A roundup]:
 
Quote:
 
Quote:
;<blockquote>
 
 
<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: white;
 
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: white;
 
background-color:#666666;padding:3px;
 
background-color:#666666;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">There is an undocumented feature in F:NV that some modders may find useful. It is the ability to give perks to companions. Or, more accurately, it is the ability to add perks to a special list on the player that will have an effect on any active followers. Here's how it works:
+
">There is an undocumented feature in F:NV that some modders may find useful. It is the ability to give perks to companions. Or, more accurately, it is the ability to add perks to a special list on the player that will have an effect on any active followers.
 +
Here's how it works:
 
<pre>player.addperk XXXXXXXXXXXXX 1</pre>
 
<pre>player.addperk XXXXXXXXXXXXX 1</pre>
 
The "1" means "put this on the special list for companions". Companions will still not store/keep perks, but we give the player a second list of non-displayed perks that only apply to companions. If you want the effect to apply to all companions, you do not need to conditionalize the perk owner conditions for the perk's entry points. If you want the perk to be special for the companion, check the NPC's ID or ref in the perk owner conditions.
 
The "1" means "put this on the special list for companions". Companions will still not store/keep perks, but we give the player a second list of non-displayed perks that only apply to companions. If you want the effect to apply to all companions, you do not need to conditionalize the perk owner conditions for the perk's entry points. If you want the perk to be special for the companion, check the NPC's ID or ref in the perk owner conditions.
Line 2,051: Line 2,407:
  
 
N.B.: The effects will ONLY work while a companion is in the party. So in the above scenario, Raul would no longer have the benefits of RaulShotgunSurgeon if he left the party.</div>
 
N.B.: The effects will ONLY work while a companion is in the party. So in the above scenario, Raul would no longer have the benefits of RaulShotgunSurgeon if he left the party.</div>
;</blockquote>
+
 
 
This tip applies to '''"companions"''' only.  Some test results of using this "feature" are found at the end of this [http://forums.bethsoft.com/topic/1142430-perks-on-companions/?p=16697594&fromsearch=1#entry16697594 Bethsoft 'Perks on Companions' thread].
 
This tip applies to '''"companions"''' only.  Some test results of using this "feature" are found at the end of this [http://forums.bethsoft.com/topic/1142430-perks-on-companions/?p=16697594&fromsearch=1#entry16697594 Bethsoft 'Perks on Companions' thread].
 +
 +
'''Radioactivelad''' contributes:<br>
 +
You may find references on loading screens and wikis to companion's getting a '''Charisma''' based [https://fallout.fandom.com/wiki/Fallout:_New_Vegas_companions#Nerve Nerve] attribute, which was an "engine side" implementation and not something which could be modded.  '''Nerve''' was supposedly completely disabled in a game patch and replaced with the [https://fallout.fandom.com/wiki/Companion_Suite Companion Suite] Perk.  However, '''Charisma''' does indeed still modify how much damage companions do in the vanilla game (1 Charisma seems to be base damage, and every point after that is a bonus).  Supposedly it also increased the "Damage Threshold" (DT) by a percentage, but that doesn't seem to be functional.  Be aware that even the '''Companion Suite''' is not doing everything it's supposed to do according to its description.
 
</div>
 
</div>
  
 
<span id="Tip-FaceFeatures"></span>
 
<span id="Tip-FaceFeatures"></span>
 +
 
====TIP Switching Custom Facial Features====
 
====TIP Switching Custom Facial Features====
 
: Thanks to '''rikkurikku''' and '''Budong''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''rikkurikku''' and '''Budong''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
Line 2,103: Line 2,463:
 
* You can activate dialogue and travel packages by using the [http://geck.bethsoft.com/index.php?title=AddScriptPackage AddScriptPackage] function, usually in a "dialogue result" or "base effect" script.  This has the advantage that a package added in this fashion will take precedence over all other packages until it is done, and terminate as soon as it is able (check the ''Must Complete'' and/or ''Must Reach Location'' flags to prevent premature termination, but be sure you provide the means to determine it '''''IS''''' completed).
 
* You can activate dialogue and travel packages by using the [http://geck.bethsoft.com/index.php?title=AddScriptPackage AddScriptPackage] function, usually in a "dialogue result" or "base effect" script.  This has the advantage that a package added in this fashion will take precedence over all other packages until it is done, and terminate as soon as it is able (check the ''Must Complete'' and/or ''Must Reach Location'' flags to prevent premature termination, but be sure you provide the means to determine it '''''IS''''' completed).
 
* <span style="color: red; background-color:#fff5f5;">An actor can have only one script package active at a time.</span>  When calling the function twice on the same actor, the second package replaces the first one added.  Unless the ''AddScriptPackage'' has some constraint on it (''Must Complete'' and/or ''Must Reach Location''), it will be removed the next time the actor reevaluates his package.
 
* <span style="color: red; background-color:#fff5f5;">An actor can have only one script package active at a time.</span>  When calling the function twice on the same actor, the second package replaces the first one added.  Unless the ''AddScriptPackage'' has some constraint on it (''Must Complete'' and/or ''Must Reach Location''), it will be removed the next time the actor reevaluates his package.
 +
* The ''AddScriptPackage'' can get prematurely terminated when the Actor "teleports", such as when they "catch-up the distance" when following too far behind in exteriors or when moving between interior and exterior cells.  It is preferable to place such packages into the priority list so they get properly evaluated each time the list is processed.
 
* Actors evaluate their packages every 10 seconds. If no packages have true conditions then the actor will just stand there by default, unless they are in combat. So if you want a package to take effect right away, set the conditions for the package and call the [http://geck.bethsoft.com/index.php?title=EvaluatePackage EvaluatePackage] (.EVP) function on the actor: [http://geck.bethsoft.com/index.php?title=EvaluatePackage ActorREF.evp].
 
* Actors evaluate their packages every 10 seconds. If no packages have true conditions then the actor will just stand there by default, unless they are in combat. So if you want a package to take effect right away, set the conditions for the package and call the [http://geck.bethsoft.com/index.php?title=EvaluatePackage EvaluatePackage] (.EVP) function on the actor: [http://geck.bethsoft.com/index.php?title=EvaluatePackage ActorREF.evp].
 
* Sometimes it can be difficult to get the ''AddScriptPackage'' to trigger, or you don't want it to take precedence over all other packages.  The usual method to assign AI packages is to attach the package directly to the actor and give it conditions to trigger or disable activation.  On the NPC/Creature object, the first package from the top of the list ''that has true conditions'' will be the one in effect when packages are evaluated.
 
* Sometimes it can be difficult to get the ''AddScriptPackage'' to trigger, or you don't want it to take precedence over all other packages.  The usual method to assign AI packages is to attach the package directly to the actor and give it conditions to trigger or disable activation.  On the NPC/Creature object, the first package from the top of the list ''that has true conditions'' will be the one in effect when packages are evaluated.
Line 2,109: Line 2,470:
 
* AI Packages attached directly to the actor are activated or deactivated by setting the variables used in the conditional tests.  If they are only in effect in very specific circumstances (such as being in a particular cell or location), then use another variable set in a quest script to determine if the circumstances exist to avoid making the full condition checks unnecessarily.
 
* AI Packages attached directly to the actor are activated or deactivated by setting the variables used in the conditional tests.  If they are only in effect in very specific circumstances (such as being in a particular cell or location), then use another variable set in a quest script to determine if the circumstances exist to avoid making the full condition checks unnecessarily.
 
* If an Actor won't use a particular weapon type, make sure they have a "combat style" appropriate for that weapon in the package; and that the weapon has a "health" greater than zero.  They will always use the "best" weapon in their inventory for the combat situation.
 
* If an Actor won't use a particular weapon type, make sure they have a "combat style" appropriate for that weapon in the package; and that the weapon has a "health" greater than zero.  They will always use the "best" weapon in their inventory for the combat situation.
* If the AI Package has a "schedule" or timing (''start time'' and ''duration'') to it's events, make sure that schedule does not overlap or conflict with any other package assigned to the NPC.  A scheduling conflict will prevent either package from running.
+
* If the AI Package has a "schedule" or timing (''start time'' and ''duration'') to it's events, make sure that schedule does not overlap or conflict with any other package assigned to the Actor.  A scheduling conflict will prevent either package from running.
  
 
* Be aware that for Actors with the "No Low Level Processing (LLP)" flag set: The Actor does not update its AI unless the player is in the same cell as it.
 
* Be aware that for Actors with the "No Low Level Processing (LLP)" flag set: The Actor does not update its AI unless the player is in the same cell as it.
Line 2,136: Line 2,497:
 
Other sections have relevant information to this subject.  The following "Tips" in particular are applicable.
 
Other sections have relevant information to this subject.  The following "Tips" in particular are applicable.
  
* See the [[#Custom NPCs|Custom NPCs]] section regarding scripting "AI Packages".
+
* See the [[#Custom NPCs|Custom NPCs]] section regarding scripting "AI Packages" and "Conversations".
 
:* [[#TIP-CompanionWheel|TIP: Companion Wheel.]]
 
:* [[#TIP-CompanionWheel|TIP: Companion Wheel.]]
 
:* [[#Tip-Hostility|TIP: Hostility between NPCs.]]
 
:* [[#Tip-Hostility|TIP: Hostility between NPCs.]]
 +
:* [[#Tip-InterruptCombat|TIP: Interrupt combat for dialog]]
 
:* [[#Tip-NPCMovement|TIP: Making NPCs move (aka "AI Packages").]]
 
:* [[#Tip-NPCMovement|TIP: Making NPCs move (aka "AI Packages").]]
 
:* [[#Tip-CompanionPerks|TIP: Perks for Companions.]]
 
:* [[#Tip-CompanionPerks|TIP: Perks for Companions.]]
Line 2,159: Line 2,521:
 
[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/449620-a-very-basic-dialogue-tutorial/ A very basic dialogue tutorial] Thread.
 
* [http://forums.nexusmods.com/index.php?/topic/449620-a-very-basic-dialogue-tutorial/ A very basic dialogue tutorial] Thread.
* [http://www.youtube.com/watch?v=mm_fF4VHhw4&feature=related Crow`s Tutorial on Dialogue] Video.
+
* [http://www.youtube.com/watch?v=mm_fF4VHhw4&feature=related Crow`s FO3 NPC Dialogue Tutorial 1/3] Video series by '''marcus sawyer'''.
 
* [http://www.nexusmods.com/newvegas/mods/63034/? FEEL - Facial Expression Editor (Limited - pfft...) by Fallout 2AM] in-game facial expression editor.
 
* [http://www.nexusmods.com/newvegas/mods/63034/? FEEL - Facial Expression Editor (Limited - pfft...) by Fallout 2AM] in-game facial expression editor.
 
* [http://addons.mozilla.org/en-US/firefox/addon/text-to-voice/ FireFox Text-to-Speech Addon] Firefox plugin w/downloadable audio.
 
* [http://addons.mozilla.org/en-US/firefox/addon/text-to-voice/ FireFox Text-to-Speech Addon] Firefox plugin w/downloadable audio.
 
* [http://www.nexusmods.com/newvegas/mods/61248/? FonixData.cdf ( Easier .Lip Files ) by DingraThePishvaz] Mod. Alternative to either Skyrim or Oblivion Lip-sun generator for FNV.  NOTE: This must be installed under the "Data\Sound\voice\processing" folder.
 
* [http://www.nexusmods.com/newvegas/mods/61248/? FonixData.cdf ( Easier .Lip Files ) by DingraThePishvaz] Mod. Alternative to either Skyrim or Oblivion Lip-sun generator for FNV.  NOTE: This must be installed under the "Data\Sound\voice\processing" folder.
 
* [http://www.youtube.com/watch?v=zK09aDY8FHY GECK: Advanced Dialogue: Topic with multiple sub-topics] Video by Seddon4494.
 
* [http://www.youtube.com/watch?v=zK09aDY8FHY GECK: Advanced Dialogue: Topic with multiple sub-topics] Video by Seddon4494.
* [http://www.youtube.com/watch?v=haHdenMkeOw GECK: Companion Idle Chatter] Video.
+
* [http://www.youtube.com/watch?v=haHdenMkeOw GECK: Companion Idle Chatter] Video by '''Seddon4494'''.
 
* [http://www.moddb.com/mods/explorer/tutorials/geck-custom-holotape-voice GECK: Custom Holotape + Voice] Wiki.
 
* [http://www.moddb.com/mods/explorer/tutorials/geck-custom-holotape-voice GECK: Custom Holotape + Voice] Wiki.
* [http://youtu.be/NWtIRBPVedw GECK: Dialog and Lip Synch] Video.
+
* [http://youtu.be/NWtIRBPVedw GECK: Dialog and Lip Synch Tutorial] Video by '''Seddon4494'''. Covers basics of dialog and lipsynch.
* [http://www.youtube.com/watch?v=NWtIRBPVedw GECK: Dialog and Lip Synch Tutorial] Video by Seddon4494.
+
* [http://geck.bethsoft.com/index.php?title=Quest_and_Dialogue_Tutorial GECK: Quest and Dialogue Tutorial] Wiki.
* [http://www.youtube.com/watch?v=NvQCChzifyQ GECK: Dialogue with Lip Files] Video.
+
* [http://www.youtube.com/watch?v=BQdUQmIdvUc GECK: How to make an NPC with Basic Dialogue] Video by '''MrWoobeee'''.  Covers booth FO3 & FNV.
* [http://geck.bethsoft.com/index.php?title=Quest_and_Dialogue_Tutorial GECK: Dialogue Tutorial] Wiki.
 
* [http://www.youtube.com/watch?v=BQdUQmIdvUc GECK: How to make an NPC with Basic Dialogue] Video.
 
 
* [http://forums.nexusmods.com/index.php?/topic/826465-idle-animation-list/ GECK: Idle Animation List] Forum Thread.
 
* [http://forums.nexusmods.com/index.php?/topic/826465-idle-animation-list/ GECK: Idle Animation List] Forum Thread.
* [http://www.youtube.com/watch?v=rcqbF0zpxtQ GECK: NPCs talk to each other] Video.
+
* [http://www.youtube.com/watch?v=rcqbF0zpxtQ GECK: NPCs talk to each other] Video by '''Seddon4494'''. A way of scripting a conversation between two NPCs.
* [http://www.nexusmods.com/newvegas/mods/48239/? Guide to fix the lip sync function in the GECK by Capt Mitch] Text file, using Skyrim Lip-sync tool.  Oblivion Lip-sync tool will work as well, but is not as good as Skyrim's.
+
* [http://www.nexusmods.com/newvegas/mods/48239/? Guide to fix the lip sync function in the GECK] Text file by '''Capt Mitch''', using Skyrim Lip-sync tool.  Oblivion Lip-sync tool will work as well, but is not as good as Skyrim's.
 
* [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.
 +
* [https://www.nexusmods.com/newvegas/mods/70815/? NVVA Synth] Mod by '''Dan Ruta '''.  AI based app for creating '''new''' voice lines using neural speech synthesis. The app loads models individually trained on voices from several Bethesda games.
 
* [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://www.youtube.com/watch?v=NvQCChzifyQ Qenosa's Tutorial on Dialogue and NPC creation] Video.
+
 
 +
<span id="Tip-AnimationDialog"></span>
 +
==== TIP Adding Animation/Video to Dialog ====
 +
: Thanks to '''Radioactivelad''' 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+ */
 +
">[https://geckwiki.com/index.php?title=Animation_Tab Animations] in [https://geckwiki.com/index.php?title=Dialogue Dialogue] are simply assigned in the "Response Dialog" box where you entered the dialogue. You can also have the NPC just play a selection of animations based on the emotion assigned to that dialogue.
 +
 
 +
Unfortunately there is no interface to actually tell what the animations are, but you can "preview"  them in the "idle animations" section of AI packages.
 +
 
 +
Also it can be somewhat unpredictable whether the animations will play. Some will play consistently, others sporadically, and some not at all.  Not sure if the "Use Emotion Animation" has any impact on this. It's probably broken.
 +
 
 +
A "cut scene" is a "Bink (BIK)" video file and can similarly be triggered by [https://geckwiki.com/index.php?title=PlayBink PlayBink] in a "Result Script".  Please see the "[[#Import_Custom_Videos|Import Custom Videos]]" entry.  If you have problems with other sounds while playing the video, see the [https://geckwiki.com/index.php?title=FadeSFX FadeSFX] function.
 +
</div>
  
 
<span id="Tip-GenericDialog"></span>
 
<span id="Tip-GenericDialog"></span>
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====TIP Conversation or Quest system====
 
====TIP Conversation or Quest system====
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the following:
+
: 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"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
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What this means for FNV is that some dialog is spread out through a lot of different quests. If you want to edit '''Doc Mitchell''''s dialog during your initial character creation, for example, that's in the various ''VCGxx'' quests (''VCG01'', ''VCG02'', etc). His healing options are in ''VDoctors'', the same quest as for all of the other wasteland doctors. If you right click on '''Doc Mitchell''''s ID in the GECK and select "Use Info", you'll get a list of topics where his ID is used.
 
What this means for FNV is that some dialog is spread out through a lot of different quests. If you want to edit '''Doc Mitchell''''s dialog during your initial character creation, for example, that's in the various ''VCGxx'' quests (''VCG01'', ''VCG02'', etc). His healing options are in ''VDoctors'', the same quest as for all of the other wasteland doctors. If you right click on '''Doc Mitchell''''s ID in the GECK and select "Use Info", you'll get a list of topics where his ID is used.
 +
 +
In many conversation topics, you can easily see what the choices are at that level, since they will be linked in the Choices box to the right on the Topics tab.  If there aren't any choices, the conversation drops back a level, and here is where it gets really tricky, because if it drops all the way back to the top level then conversation options can come from just about anywhere.  This is nice in a way because you can add a quest and have the NPCs dialog options show up right at their greeting, and as long as the NPC is speaking from the top level, the option will be there.
 +
 +
Things CAN organized so that an NPCs conversations are all in one quest, so it is definitely possible to have a nice, neat, organized system using Bethesda's quest system. But Bethesda and Obsidian don't do it that way. In particular, it's been stated that Obsidian has some sort of weird home-grown conversation system that would then translate conversations into something that the GECK can understand, which seems ridiculously and unnecessarily over-complicated and is probably responsible for some of the madness in some conversation quests (*cough* '''Cass''' *cough*).
 +
 +
This should give you a rough idea of how things are organized. Note that different quests were written by different people and are often structured very differently.  It's not known if it was Obsidian's spiffy dialog system or just someone who had a weird way of doing things, but '''Cass''''s dialog is a spaghetti mess that is difficult to sort through, jumps around all over the place, and is almost impossible to mod because she rarely speaks from the top level, and figuring out where she is in her dialog quests is a royal pain.
 +
 +
There is a ''dialog tree'' option in ''Quests'' that you can use to help figure out exactly how things are organized. It seems to be a bit buggy but can be helpful to figure out where different conversations branch to.  (See also [[#Tip-OCE|TIP Obsidian Conversation Editor aka OCE]].)
  
 
Being part of a ''faction'' and using an existing ''voice type'' is enough to trigger a lot of the dialog in-game. If you only want your Actor to say what you have scripted them to say, and only that, then give them a unique ''voice type''.  Otherwise, generic dialog may get triggered unexpectedly
 
Being part of a ''faction'' and using an existing ''voice type'' is enough to trigger a lot of the dialog in-game. If you only want your Actor to say what you have scripted them to say, and only that, then give them a unique ''voice type''.  Otherwise, generic dialog may get triggered unexpectedly
 
</div>
 
</div>
  
<span id="TIP-CuttingLipFiles"></span>
+
<span id="Tip-ConvoBtwnNPCs"></span>
 
+
==== TIP Conversations between NPCs ====
====Tip Cutting Lip files to match dialog====
+
: Thanks to '''ashtoplp101''' 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:
+
<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+ */
 +
">
 +
* See the [http://www.youtube.com/watch?v=rcqbF0zpxtQ GECK: NPCs talk to each other] Video by '''Seddon4494''' once you know how to create and place NPCs into the world.  ('''Seddon4494''' has made other videos on how to do this ([https://www.youtube.com/c/Seddon4494/videos List of Videos]), including [http://www.youtube.com/watch?v=zK09aDY8FHY GECK: Advanced Dialogue: Topic with multiple sub-topics] and [https://www.youtube.com/watch?v=wuJ8AWwGw9c GECK Tutorial - Location Specific Chatter].)
 +
'''Seddon4494''' missed a key "refinement" point in his tutorial.  In the script of the NPCs you want to talk to each other, ADD the following (similar) block in the script attached to the dialog scripts of the respective NPCs, but with ''[https://geckwiki.com/index.php?title=SayToDone OnSayToDone]'', and the ''[https://geckwiki.com/index.php?title=SayTo Sayto]'' parameters shown, or your trigger won't appear to work:
 +
<div style="margin:0px 0px 0px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
Begin OnSayToDone <TopicID>.
 +
  <test01ref>.sayto <test02ref> <testdialog##> 1 1
 +
END
 +
</div>
 +
: Replace the place-holder elements (within <angle brackets>) with your own Editor-IDs.
 +
: The ''SayToDone'' block is triggered when a ''[https://geckwiki.com/index.php?title=Say Say]'' or ''SayTo'' is complete.  Consequently it can also be used to set variables used by conditions enabling other topics, etc., such as a "DoOnce" flag.
 +
: You don't need to do any "EndIfs" because it only runs after the NPC whose script this is in says that specific dialogue topic.  The "END" terminates the entire script at that point.
 +
 
 +
So a conversation between NPCRef1 and NPCRef2 triggered by the Player entering a TriggerBox (as in the video) would fundamentally be written as:
 +
<div style="margin:0px 0px 0px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
; This script would be attached to the TriggerBox used to control the distance at which <DialogueTopicA> is introduced.
 +
Begin OnTriggerEnter Player
 +
  NPCRef1.SayTo NPCRef2 <DialogueTopicA> 1 1
 +
END
 +
 
 +
; This is NPCRef1's script
 +
Begin OnSayToDone <DialogueTopicA>
 +
  NPCRef2.SayTo NPCRef1 <DialogueTopicB> 1 1
 +
END
 +
 +
Begin OnSayToDone <DialogueTopicC>
 +
  SetStage <QuestID> 10 ; (or whatever you want to make it do when the conversation is over)
 +
END
 +
 
 +
;This is NPCRef2's script
 +
Begin OnSayToDone <DialogueTopicB>
 +
  NPCRef1.SayTo NPCRef2 <DialogueTopicC> 1 1
 +
END
 +
</div>
 +
:: Insert additional "OnSayToDone <DialogTopic#>" blocks for the NPCs as needed.
 +
Note that a TriggerBox is not the only way to initiate the conversation, but other than that "triggering" event the same principles apply to other methods of initiation.
 +
</div>
 +
 
 +
<span id="TIP-CuttingLipFiles"></span>
 +
 
 +
====Tip Cutting Lip files to match dialog====
 +
:  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"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
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">There are two parts to '''''Voices''''' in topics: the sound file, which is usually a '''.WAV''' or an '''.OGG''' format file, and the lip file ('''.LIP'''). The sound file has (obviously) the spoken sound, and the lip file has the synchronized lip movements. Without the lip file, the NPC's lips won't move as they speak, which is very weird.
 
">There are two parts to '''''Voices''''' in topics: the sound file, which is usually a '''.WAV''' or an '''.OGG''' format file, and the lip file ('''.LIP'''). The sound file has (obviously) the spoken sound, and the lip file has the synchronized lip movements. Without the lip file, the NPC's lips won't move as they speak, which is very weird.
  
The GECK as it ships is missing its lip file generator. Bethesda has updated the GECK a couple of times since its first release and still hasn't bothered to put the lip generator in it.  (They seem to like making things difficult for us.) You can use the one provided with the Oblivion or Skyrim CK installed on your computer: the same lip generator is in the '''\sound\processing''' folder. Just copy that folder to your FNV directory and you're good to go.  Or there is a "third-party" lip generator: [http://www.nexusmods.com/newvegas/mods/61248/? FonixData.cdf ( Easier .Lip Files )] Mod by '''DingraThePishvaz'''.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
+
The GECK as it ships is missing its lip file generator. Bethesda has updated the GECK a couple of times since its first release and still hasn't bothered to put the lip generator in it.  You can use the one provided with the Oblivion or Skyrim CK installed on your computer: the same lip generator is in the '''\sound\processing''' folder. Just copy that folder to your FNV directory and you're good to go.  Or there is a "third-party" lip generator: [http://www.nexusmods.com/newvegas/mods/61248/? FonixData.cdf ( Easier .Lip Files )] Mod by '''DingraThePishvaz'''.  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
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Now the question is: where is your sound coming from? If you are going to be speaking into a microphone, just bring up the topic and hit "record" near the bottom of the window. Don't forget to "save" it when you are done. If you don't like what you just said or you made a mistake, flubbed the line, whatever: then don't hit "save", and instead just hit "record" and try another "take". When you click "save" it only saves your last "take". If you have the lip generator installed, the GECK will automatically create both the '''.WAV''' and '''.LIP''' files.
 
Now the question is: where is your sound coming from? If you are going to be speaking into a microphone, just bring up the topic and hit "record" near the bottom of the window. Don't forget to "save" it when you are done. If you don't like what you just said or you made a mistake, flubbed the line, whatever: then don't hit "save", and instead just hit "record" and try another "take". When you click "save" it only saves your last "take". If you have the lip generator installed, the GECK will automatically create both the '''.WAV''' and '''.LIP''' files.
 +
 +
Note:
 +
* if you have multiple sentences in one '''.WAV''' file, the lip sync can be a little off.
 +
* if you use an ellipses ("..."), sometimes the GECK does weird things with lip sync as well.
  
 
If your sound is coming from an already existing '''.WAV''' file, it needs to be in the exact location that the GECK expects it to be in and it has to have the exact name that the GECK wants it to have. If you look down near the bottom of the topic, you'll see the file name that it wants, without the '''.WAV''' extension, which will have the topic name in it and will also have what looks like a bunch of random letters and numbers in it (they aren't random; they are '''hexadecimal'''). Sometimes the easiest way to make sure your file ends up in the right place is to record a quick 2 second ''dummy'' hello or something into the microphone and save it, then go under the '''\sound''' folder and find your mod and voice type (etc.) until you land on the files you just created. If you have to create all of the folders yourself it's very easy to make a mistake. This way (i.e. by recording ''dummy'' files) you make sure that the folder names are right and everything is in the right place. Then delete the '''.WAV''' and '''.LIP''' dummy files that you just generated, and put the actual '''.WAV''' file that you want to use in its place. You can copy the file name from the topic screen and paste that into the file name of the '''.WAV''' file.  The file names are too long and contain too many letters and numbers, so changing the name manually isn't recommended; copy-and-paste is safer.
 
If your sound is coming from an already existing '''.WAV''' file, it needs to be in the exact location that the GECK expects it to be in and it has to have the exact name that the GECK wants it to have. If you look down near the bottom of the topic, you'll see the file name that it wants, without the '''.WAV''' extension, which will have the topic name in it and will also have what looks like a bunch of random letters and numbers in it (they aren't random; they are '''hexadecimal'''). Sometimes the easiest way to make sure your file ends up in the right place is to record a quick 2 second ''dummy'' hello or something into the microphone and save it, then go under the '''\sound''' folder and find your mod and voice type (etc.) until you land on the files you just created. If you have to create all of the folders yourself it's very easy to make a mistake. This way (i.e. by recording ''dummy'' files) you make sure that the folder names are right and everything is in the right place. Then delete the '''.WAV''' and '''.LIP''' dummy files that you just generated, and put the actual '''.WAV''' file that you want to use in its place. You can copy the file name from the topic screen and paste that into the file name of the '''.WAV''' file.  The file names are too long and contain too many letters and numbers, so changing the name manually isn't recommended; copy-and-paste is safer.
  
 
Now you have a '''.WAV''' but no '''.LIP''' file.  You'll need to close the topic and re-open it, as the topic window doesn't refresh when you change the files.  Now you should see a "Y" under your '''.WAV''' near the bottom, and you should see your '''.WAV''' file listed. Select your '''.WAV''' file, click on "from wav" and click on "generate lip file", and the GECK will create the '''.LIP''' file for you. You can also do this to create '''.LIP''' files from any dialog you may have recorded before realizing that you didn't have a working '''.LIP''' generator.
 
Now you have a '''.WAV''' but no '''.LIP''' file.  You'll need to close the topic and re-open it, as the topic window doesn't refresh when you change the files.  Now you should see a "Y" under your '''.WAV''' near the bottom, and you should see your '''.WAV''' file listed. Select your '''.WAV''' file, click on "from wav" and click on "generate lip file", and the GECK will create the '''.LIP''' file for you. You can also do this to create '''.LIP''' files from any dialog you may have recorded before realizing that you didn't have a working '''.LIP''' generator.
 +
</div>
 +
 +
<span id="Tip-LocatingVoices"></span>
 +
 +
==== TIP Locating voiced 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"
 +
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 you want to edit or replace an existing Actor's voice file, how do you go about locating them?
 +
 +
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.
 +
 +
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.
 +
 +
To replace the written dialogue bit you'd need to do some work in the GECK as outlined elsewhere in this section.
 +
</div>
 +
 +
<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>
 
</div>
  
 
<span id="Tip-NoDriver"></span>
 
<span id="Tip-NoDriver"></span>
 +
 
==== TIP No sound driver available error message ====
 
==== 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:
 
: Thanks to '''madmongo''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
Line 2,366: Line 2,852:
 
</div>
 
</div>
  
<span id="Tip-SayOnce"></span>
+
<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;
 +
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 +
">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>
 +
 
 +
<span id="Tip-SayOnce"></span>
 +
 
 
==== TIP '''Say Once''' use ====
 
==== TIP '''Say Once''' use ====
 
: Thanks to '''Mktavish''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''Mktavish''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
Line 2,377: Line 2,879:
  
 
The dialogue tool is pretty versatile.  But it is not very intuitive either and one of the harder things to get proficient with in the '''GECK'''.  However, there is no one set way to do things.  See [[#TIP_Obsidian_Conversation_Editor_aka_OCE|TIP Obsidian Conversation Editor aka OCE]].
 
The dialogue tool is pretty versatile.  But it is not very intuitive either and one of the harder things to get proficient with in the '''GECK'''.  However, there is no one set way to do things.  See [[#TIP_Obsidian_Conversation_Editor_aka_OCE|TIP Obsidian Conversation Editor aka OCE]].
 +
</div>
 +
 +
<span id="Tip-SayToPlayer"></span>
 +
==== TIP SayTo Player ====
 +
: 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"
 +
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 +
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">You '''must''' include the parameters regarding "headtracking" and "subtitles" after the target "Player" reference <Dialog Topic> for this to compile correctly.  Ex: "DixieRef.SayTo Player DixieTopicMelody 1 1", where the "1 1" enables headtracking and subtitles.
 
</div>
 
</div>
  
 
<span id="Tip-DialogTabs"></span>
 
<span id="Tip-DialogTabs"></span>
 +
 
====TIP Standard Dialog====
 
====TIP Standard Dialog====
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
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The following is intended to help clarify the above GECKWiki pages:
 
The following is intended to help clarify the above GECKWiki pages:
 
* ''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.
 +
* Don't use the GOODBYE topic for that dialogue directed to the Player. Its for ending a conversation between two NPC's.  Make your own "Farewell" sort of topic on the '''Topics''' tab.  Anything that is ''in dialog'' between an NPC and the Player belongs on the '''Topic''' tab, but be sure to enable the "GoodBye" checkbox under "Info Details" for your terminating line(s) of dialog.  Use the '''Conversation''' tab for conversations between two NPCs, or random comments that your follower can say.  Think '''Topics''' with the Player involved, and '''Conversations''' strictly for 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  under the "Info Details" section 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.
 +
*  There is a "conditions" box under your entry in the "Conversation" tab on the "Dialogue" tab in the "Quests" object window.  Please see [[#TIP_Basic_conditional_test_syntax|TIP Basic conditional test syntax]].  However, the "conditions" box fields are structured slightly different enough you might be confused.  The values should be selected from the "pick list" presented to you when you click in each field.<br>{{filepath:GECKDialogConditions.png}}
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
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style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
 +
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 +
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 +
">The fields are:
 +
# the "function name" that retrieves the primary value you want to test.  As shown in the image, this will often be the "ActorID"  from function "GetIsID", to whom you wish to limit the line of dialog.
 +
# whom or what you are comparing the returned first value to; i.e. in this instance "Creature: ZRCZaar".  That is: the "ActorID" returned must be "Creature: ZRCZaar".
 +
# the "type of comparison".  In this instance it is "equals to" ("==").  (IIRC "not equal to" is given as "!=", though some languages use "<>" instead.)
 +
# the "desired result of the comparison" which should be regarded as "True".  A "True" result is always "1", and a "False" result is always "0".  But note that you may want to consider a returned "False" result (i.e. "0.00") to be the desired result making the "condition = true"; in which case you would want "0.00" to be used here.  A classic example is when you are testing that the first field is NOT the same as the second field (e.g. "GetIsID", "==", "Creature: ZRCZaar", "0.00" .)  However, it is a best practice to use the correct "logical condition" (i.e. "!=") instead of the "false" value ("0.00") in such a case because the expectation is a "condition" will be met when "true".  The rule is: whatever makes the most/clearest sense reading the statement when you come back to look at it with fresh eyes in a year.
 +
# the "logical combination with the next line" value, which is always going to be present (and equal "AND" by default), but is only meaningful if there is another condition statement following that one.  The other possible "logical combination" is "OR".  This will always be present and ignored on the very last conditional line.
 +
 +
Each condition line following the first is considered in combination with the preceding tests.
 +
* Each pair of lines connected by "AND" must all be "true" for that combination to be "true". (E.g. Only if line1 AND line2 are both "true", then the combination is "true".  If either one is "false", then the combination "false".)
 +
* Any one line or set of "AND" lines which are then connected by a trailing "OR" will be "true" if either set on either side of the "OR" statement is "true".  (E.g. if line1 OR line2 is either one "true", then the combination is "true".  Only if both are "false" is the combination "false".)
 +
* The entire set of combinations is parsed out and tested before the final result of the statement is determined.  If the results are not what you expect, it's because you are not understanding how the groupings are being parsed.  This is addressed in the referenced "Tip".
 +
 +
It helps immensely if you initially block out such a mixture of "AND/OR" conditions using parentheses to group the "AND" line pairs separately from the "OR" lines and perhaps rearrange their order to simplify the groupings before entering them into such fields.  Use parentheses to group pairs of statements to clarify in which order they should be determined: the most nested levels of parentheses first.
 +
</div>
 +
* 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 2,409: Line 2,946:
 
* Any dialog that does not have a "conditional test" should be considered as if in the "ELSE" portion of the hypothetical "IF ... ELSEIF ... ELSE ... ENDIF" block.  Again, if more than one response falls into this "condition", only the first will ever get processed.
 
* Any dialog that does not have a "conditional test" should be considered as if in the "ELSE" portion of the hypothetical "IF ... ELSEIF ... ELSE ... ENDIF" block.  Again, if more than one response falls into this "condition", only the first will ever get processed.
 
* Consider the use of a "''token''" (a piece of equipment flagged "unplayable" (and thus "invisible") placed in the Actor's inventory) along with the [http://geckwiki.com/index.php/GetIsID GetIsID] function to indicate which Actor is currently speaking.  (Otherwise, you would need to convert the "Ref-ID" of the Actor into their "Base-ID" using [http://geckwiki.com/index.php/GetBaseObject GetBaseObject] first in order for ''GetIsID'' to work correctly.  But remember: a "Base-ID" is a template for all "Ref-ID" instances of that form.  If more than one Actor in the conversation is based upon the same form, the "Base-ID" is not unique.  [http://geckwiki.com/index.php/GetIsReference GetIsReference] only works for "persistent" references such as unique Actors; not those dynamically spawned from "lists".  Which is why a "''token''"shifted between the speakers works better.)  You can use a "ResultScript (End)" block for each response to transfer the "token" to another Actor with the [http://geckwiki.com/index.php/MoveToContainer MoveToContainer] function.  (An example of the use of a "token" is in the GECKWiki tutorial [http://geckwiki.com/index.php/Adding_an_Options_Menu Adding an Options Menu].  "Tokens" can also be used to store information on an Actor.  See [http://geckwiki.com/index.php/ActorValue ActorValue].)
 
* Consider the use of a "''token''" (a piece of equipment flagged "unplayable" (and thus "invisible") placed in the Actor's inventory) along with the [http://geckwiki.com/index.php/GetIsID GetIsID] function to indicate which Actor is currently speaking.  (Otherwise, you would need to convert the "Ref-ID" of the Actor into their "Base-ID" using [http://geckwiki.com/index.php/GetBaseObject GetBaseObject] first in order for ''GetIsID'' to work correctly.  But remember: a "Base-ID" is a template for all "Ref-ID" instances of that form.  If more than one Actor in the conversation is based upon the same form, the "Base-ID" is not unique.  [http://geckwiki.com/index.php/GetIsReference GetIsReference] only works for "persistent" references such as unique Actors; not those dynamically spawned from "lists".  Which is why a "''token''"shifted between the speakers works better.)  You can use a "ResultScript (End)" block for each response to transfer the "token" to another Actor with the [http://geckwiki.com/index.php/MoveToContainer MoveToContainer] function.  (An example of the use of a "token" is in the GECKWiki tutorial [http://geckwiki.com/index.php/Adding_an_Options_Menu Adding an Options Menu].  "Tokens" can also be used to store information on an Actor.  See [http://geckwiki.com/index.php/ActorValue ActorValue].)
 +
</div>
 +
 +
<span id="Tip-TalkingActivators"></span>
 +
==== TIP Talking Activators ====
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
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 +
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 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">An "[https://geckwiki.com/index.php?title=Activator activator]" has a "trigger boundary" under the '''NavMesh Generation Import Option''' that gets triggered by ''collision'' with the Player.  A "[https://geckwiki.com/index.php?title=Talking_Activator talking activator]" is an object (such as a radio or intercom) with properties related to the conversation, and can be found, created and edited from the Objects window under [https://geckwiki.com/index.php?title=Category:Actors Actors].
 +
 +
The thing to remember with ''talking activators'' is they are just extensions of Actors ... if you want them to be.  Hence an Actor speaks for the activator, or vice versa (whichever way you want to think about it), but the topic will be found under the Actor.  The confusing part being that a talking activator can also replace an actor.  (You can use any suitable mesh in place of the NPC as the Actor, such as the typical "intercom" or "radio".)  So you can make lines be spoken as if a ghost is talking without a visible point source and you can force a conversation through the "invisible" activator.  The activator just being the focal point of the Player dialogue's "zoom in on the face" feature.  (If you don't want the "zoom in" feature, enable the "Goodbye" box under "Info Details" in the appropriate GREETING response Topic "Conversation" Tab.  See the image under [[#TIP_Standard_Dialog|TIP Standard Dialog]].)
 +
 +
Some examples of how this has been implemented:
 +
* If you want the quest giver to just give orders over a two way radio or intercom, you can just trigger sounds to play. '''Christine Royce''' in '''Dead Money''' gives you orders in a similar fashion.
 +
:: For another "in-game" example, check out the script "REPCONEnterScript": Lines 26 & 27. Its the quest where you meet '''Jason Bright''', but before that '''Chris Haversam''' talks to you through an intercom.
 +
* If you want the "dialog window" to open and "zoom in" on the focal point object, you are going to need something to talk to. The easiest thing might be an invisible NPC. Just create an invisible outfit that uses all body slots. If the conversation starts at a particular location, like walking down a particular hallway, then you can set up the invisible NPC there and have a trigger start the conversation. If the location isn't fixed, it might be easier to have the invisible NPC in a temp holding cell (place a piece of floor to stand on first, and a [https://geckwiki.com/index.php?title=XMarker XMarker] there if you need to be able to move them back) and then move them to the player's location to initiate the conversation with "<ActivatorRef> [https://geckwiki.com/index.php?title=StartConversation StartConversation] <TargetID>, <TopicID>" (e.g. "MyRadioRef StartConversation Player, MyTopicStage01").
 +
 +
* To get an "intercom" to only talk to the Player after the Player has read a note, give the intercom NPC a topic, and under the conditions tab, give a new condition: "Player [https://geckwiki.com/index.php?title=GetHasNote GetHasNote] <YourNoteID> > 0".  Now the intercom will only say that line if the player has the note in his inventory.
 +
:: Please see [[#TIP_Passing_a_Note_to_the_player|TIP Passing a Note to the player]].  The "holotape" or "piece of paper" is just the "artwork/mesh" image associated with the trigger.  You can actually use pretty much anything that has collision.
 +
 +
*  '''jazzisparis''' contributes the following from 2014:<br>
 +
: There is no function that would enable you to retrieve the dialogue's target reference directly. There is, however, a workaround. It requires NVSE version 3 (or newer).
 +
: 1. Create a new Quest, tick ''Start Game Enabled'' and set the ''Processing Delay'' to "1.0".
 +
: 2. Create a new Script, set ''Script Type'' to "Quest", and use the following code:
 +
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
scn DialogueTargetScript<br>
 +
short bScan<br>
 +
ref rActor<br>
 +
ref rTarget<br>
 +
<br>
 +
begin MenuMode 1009<br>
 +
: if bScan == 0
 +
:: set bScan to 1
 +
:: set rActor to GetFirstRef 200 2 0
 +
:: Label 1
 +
:: if IsFormValid rActor
 +
::: if rActor.GetDialogueTarget == player
 +
:::: set rTarget to rActor ; Found the dialogue target (now stored in rTarget).
 +
:::: ; Do something.
 +
:::: Return
 +
::: endif
 +
::: set rActor to TeddyBear01
 +
::: set rActor to GetNextRef
 +
::: GoTo 1
 +
:: endif
 +
: endif
 +
end<br>
 +
<br>
 +
begin GameMode
 +
: if bScan
 +
:: set bScan to 0
 +
:: set rTarget to 0
 +
: endif
 +
end
 +
</div>
 +
: 3. Return to the Quest from step 1 and select this script from the Script dropbox.
 +
 +
: This script runs continuously and retrieves the dialogue target's reference, every time you start a conversation with an NPC.
 
</div>
 
</div>
  
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</div>
 
</div>
  
=== FaceGen ''Heads Faces Hairs and Helmets'' ===
+
<span id="Tip-DialogLimit"></span>
: This information is compiled from a number of threads, guides, and articles by authors such as '''DrakeTheDragon''', '''throttlekitty''', '''Ghogiel''', '''scanti''', and '''Skree000'''It is an overview at best.
+
==== TIP Topic and response line limits ====
 +
: Thanks to '''ashtonlp101''' and '''ElPascal''' 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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 +
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 +
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 +
">Dialog natively appears to have a limit of 100 characters for player and 149 per response boxBut this limit can be adjusted if you are using the [http://www.nexusmods.com/newvegas/mods/64888/? GECK Extender] NVSE Plugin.
  
* [http://www.nexusmods.com/newvegas/mods/66932 Generating EGM files for Headwear and Hairs] PDF tutorial by '''Roy Batty'''.
+
You'll want to open your '''GECKCustom.ini''' (created in the game folder once '''GECK Extender''' is loaded) and look for:
* [http://www.nexusmods.com/oblivion/mods/9360 The Conformulator] Mod Tool.
+
<pre>
* [[Working with Skyrim head TRIs|Working with Skyrim head TRIs]] (Wiki) for additional tutorials and resources.
+
[Localization]
* [http://oblivion.nexusmods.com/mods/20166 Head06 Resource] Oblivion Mod by '''Throttlekitty''' as a reference example.
+
iExtendedResponseLength=x
 +
iExtendedTopicLength=x
 +
bAllowExtendedText=0
 +
</pre>
 +
 +
Just set ''bAllowExtendedText'' to 1 and set ''response'' and ''topic length'' to something of your liking.  Testing indicates this is a single byte field for all text boxes of both player and NPC, so the upper limits are 255 characters.
 +
</div>
 +
 
 +
=== FaceGen ''Heads Faces Hairs and Helmets'' ===
 +
: This information is compiled from a number of threads, guides, and articles by authors such as '''DrakeTheDragon''', '''throttlekitty''', '''Ghogiel''', '''scanti''', and '''Skree000'''.  It is an overview at best.
 +
 
 +
* [https://www.nexusmods.com/fallout3/mods/4094 FaceGen Exchange] by '''Scanti'''.  Original FO3 version allows you to transfer your character\'s face to and from a Fallout/Oblivion save or a FG file (Facegen Modeller\'s file format).
 +
* [https://www.nexusmods.com/newvegas/mods/36471 FaceGen Exchange for FNV] by '''Scanti'''.  Exchange character faces between save game files.  Be sure to check the comments for clarification on how to use.
 +
* [https://www.nexusmods.com/newvegas/mods/65092 FaceGen Race for FNV] by '''Belthan'''. Improves player and/or NPC faces transferred from '''FaceGen Modeler''' by adding a new race that compensates for Fallout's built-in racial and gender modifiers.
 +
* [https://www.nexusmods.com/newvegas/mods/40995 FaceGen Texture Tutorial] by '''Cut Snake'''. (New race will not be able to show any expressions.)
 +
* [https://www.nexusmods.com/newvegas/mods/66932 Generating EGM files for Headwear and Hairs] PDF tutorial by '''Roy Batty'''.
 +
* [https://oblivion.nexusmods.com/mods/20166 Head06 Resource] Oblivion Mod by '''Throttlekitty''' as a reference example.
 +
* [http://wiki.tesnexus.com/index.php/Porting_hairs_to_Fallout Porting hairs to Fallout]
 +
* [https://www.nexusmods.com/oblivion/mods/9360 The Conformulator] Mod Tool.
 +
* [[Working with Skyrim head TRIs|Working with Skyrim head TRIs]] (Wiki) for additional tutorials and resources.
 +
* [https://www.nexusmods.com/newvegas/mods/71577 Mostly Fixed FaceGen Tints (NV or TTW)] by '''BobG123'''.
 +
<br>
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">NOTE: Be sure to read the GECKWiki article "[https://geckwiki.com/index.php?title=Export_NPC_Face_Textures Export NPC Face Textures]" first.
 +
</div>
  
 
Hair NIFs usually have two models inside of them, one called Hat and one called NoHat. Adjust your alternate hairstyle's Hat model so that it doesn't clip through any hat you want the Actor to wear.  
 
Hair NIFs usually have two models inside of them, one called Hat and one called NoHat. Adjust your alternate hairstyle's Hat model so that it doesn't clip through any hat you want the Actor to wear.  
Line 2,538: Line 3,166:
  
 
: Note that if your head "accessory" (hat, helmet, piercings, etc.) is not conforming to the head, you may need to "unequip" and "re-equip" the accessory whenever you edit your face so it will reconform.
 
: Note that if your head "accessory" (hat, helmet, piercings, etc.) is not conforming to the head, you may need to "unequip" and "re-equip" the accessory whenever you edit your face so it will reconform.
 +
 +
<span id="ExportNPCFaces"></span>
 +
==== Fixing Mismatched Face and Body Race textures ====
 +
: Thanks to '''QWinn''''s [https://www.nexusmods.com/newvegas/articles/55233 article] of the Nexus Mod [https://www.nexusmods.com/newvegas/mods/65865 Qwinn's Refined FNV Redesigned 3] 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+ */
 +
">If you are having the problem where the racial color of your NPC face does not match that of the body (e.g. "Caucasian" face on a "Hispanic" body), you need to export the FaceGen data for your mod.
 +
 +
First of all, make sure you have the '''GECK Extender''' installed, as it will simplify things and prevent the procedure from pausing every time it detects harmless errors; which it will, a lot.
 +
 +
Second read the GECKWiki [https://geckwiki.com/index.php/Export_NPC_Face_Textures Export NPC Face Textures] article to understand the root cause of the problem.  The "face generating" procedure in that article is referenced below.  Be sure to read and heed the "Tips" as well.
 +
 +
The specified "<CTRL+F4>" method in that article seems to dump textures into the "overwrite" folder in your '''Mod Organizer''' installation folder.  This location will likely differ depending upon your manager, but make sure your "output" gets placed somewhere else than into your game "Data" folder, or that you have "FalloutNV.ESM" backed up in case of accidental overwrite.  An alternate way that will take much longer (by hours, but is a very simple solution) is that after loading the plugin you want to export face textures from, click on "Character" at the top of the '''GECK''', then select the global "Export NPC Face Textures" option to generate ALL the faces currently loaded in the '''GECK''' (including those in "FalloutNV.ESM"). 
 +
 +
You'll get a bunch of loose ".dds" and ".tga" files dumped to the output location "Textures" sub-folder structure, where they need to remain in order for them to function correctly.  The ".dds" files are useless and should be deleted.  Now, the ".tgas" do need to be converted to ".dds" using a converter such as [https://vvvv.org/contribution/dds-converter DDS Converter 1.4] with options "DTX1", "Repeat" and "Mipmaps" checked. Once converted, you no longer need the ".tga"s in the final folder structure.
 +
 +
If you used the '''GECK''' global "Character" | "Export NPC Face Textures" option: delete the "FalloutNV.esm" folder that gets generated.  You don't need it (and generating it is what makes that option take much longer).
 +
 +
It's been noted in practice that these only work if the last ESM that the NPC actor record is found in is the one that these textures are created for.  For example: say you have '''Easy Pete''' in the "New Vegas Redesigned 3.esm (NVR3)" folder generated by the above procedure.  If the '''Easy Pete''' record was in another ESM that loads after the "NVR3.esm", it won't find it and he'll be albino again. This is why I say in the "NVR3" instructions to put the "NVR3.esm" after all the other ESM's, though it really only has to be other ESM's that have ''NPC Actor'' records, and you really do need a patch if you have other ESMs with ''NPC Actor'' records that conflict anyway.  (Having the ''NPC Actor'' record in an ESP that overrides the ESM doesn't seem to cause any problems.)  Bear this in mind if your mod's users have related problems.
 +
</div>
  
 
=== Havok Physics ===
 
=== Havok Physics ===
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(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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<span id="HowToSection"></span>
 
<span id="HowToSection"></span>
 
==== How to ''do something'' ====
 
==== How to ''do something'' ====
 +
<span id="HowToAddLoadingScreens"></span>
 +
===== How to add '''''Loading Screens''''' =====
 +
: Thanks to '''jessesDRpepper''' 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+ */
 +
">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.
 +
 +
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>
 
<span id="Tip-GMSTs"></span>
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===== How to create a '''''Primative'' - activators, trigger volumes, multibounds, and occlusion planes''' =====
 
===== 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>
  
==== Import Custom Videos ====
+
<span id="Tip-RestoreEditedRecs"></span>
 +
=====How to '''''Restore edited records'''''=====
 +
: Thanks to '''dudeapocalypse''' 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+ */
 +
">You edited a record (by accident or on purpose), tested out the change, and decided the result wasn't what you intended and want to restore the original or previous version of the record in your plugin.  But now it's considered an "edit" or "override" record, and you don't want to lose all your other edits and changes.
 +
 
 +
One possible solution is a '''FNVEdit/xEdit''' script (found under the "apply scripts" option  of the <Right-click> context menu) named "'''Remove identical to previous override records.pas'''" (file found in the "Edit Scripts" subfolder where you installed '''FNVEdit/xEdit''').
 +
 
 +
You may (depending upon your need) want to comment out the following snippet of code:
 +
<pre>
 +
  // skip records that have elements in child group (WRLD, CELL, DIAL)
 +
  if ElementCount(ChildGroup(e)) <> 0 then
 +
    Exit;
 +
</pre>
 +
Apply the script to the selected record of your plugin once loaded into '''FNVEdit/xEdit'''.  Check the internal comments of the code for instructions.
 +
</div>
 +
 
 +
==== Import Custom Videos ====
 
* [[Importing_custom_videos_into_FNV/F3/Skyrim/Oblivion|Importing custom videos into FNV/F3/Skyrim/Oblivion]] Wiki.
 
* [[Importing_custom_videos_into_FNV/F3/Skyrim/Oblivion|Importing custom videos into FNV/F3/Skyrim/Oblivion]] Wiki.
  
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[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.]
* [[Fallout_New_Vegas_Music|Fallout New Vegas Music]] Wiki.
+
* [[Fallout_New_Vegas_Music|Fallout New Vegas Music]] Wiki.  Explains the fundamentals of the new music engine of FNV.
 
* [[Replacing_radio_songs|Replacing radio songs]] Wiki.
 
* [[Replacing_radio_songs|Replacing radio songs]] Wiki.
 
* [http://www.youtube.com/watch?v=jjjuwd4JR6U&t=6s GECK Tutorial - Radio Station] by '''Seddon'''.  Video. See [[#TIP-CallingFormat|TIP: Format to call a song]].
 
* [http://www.youtube.com/watch?v=jjjuwd4JR6U&t=6s GECK Tutorial - Radio Station] by '''Seddon'''.  Video. 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://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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:* Click "OK", and it will ask: "Create a new form?"; to which you say YES, then make note of the new Form-ID.
 
:* Click "OK", and it will ask: "Create a new form?"; to which you say YES, then make note of the new Form-ID.
 
:* Now when you are in your "Art and Sound" tab (if its a weapon or something) just click on the sound buttons and find your new sound by the new Form-Id you noted.</div>
 
:* Now when you are in your "Art and Sound" tab (if its a weapon or something) just click on the sound buttons and find your new sound by the new Form-Id you noted.</div>
 +
 +
<span id="Tip-Breathing"></span>
 +
==== TIP Adding breathing effect to helmets ====
 +
: Thanks to '''ATalkingMicrophone''' 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"
 +
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 ''breathing'' sound does in fact have a FormID ''list'', it's just easy to gloss over looking at the lists for all the different helmet overlays. Simply need to add the appropriate items to it.
 +
</div>
  
 
<span id="TIP-CallingFormat"></span>
 
<span id="TIP-CallingFormat"></span>
 +
 
====TIP Format to call a song====
 
====TIP Format to call a song====
 
: Thanks to '''EDPGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''EDPGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
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: '''WarMachineDD7''' adds the following:
 
: '''WarMachineDD7''' adds the following:
  
: The "Radio New Vegas" quest ('''RadioNewVegas''') keeps track of major events by having the quest for them modify a variable 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''.
+
: 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 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'''.
  
: 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 wanna 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.
+
: 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>
 +
 
 +
<span id="Tip-NavMeshMultiLevels"></span>
 +
==== TIP Multi-Level Areas ====
 +
: 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+ */
 +
">Try to avoid having one area above another in a single cell.  Even if you properly navmesh everything, NPCs can jump through the floor to get from one area to the other.  They can also get stuck halfway through the floor.  Even if you have stairs that connect two areas and everything is navmeshed properly, they will still often go through the floor instead of walking down the stairs.
 +
 
 +
NPCs also don't stay put unless you specifically tell them to stay put. If you leave and then re-enter a cell, they can end up anywhere inside that cell that has a proper navmesh, even if that means going through a wall that they can't possibly go through.  Locked doors won't stop them either.
 +
 
 +
If you need an NPC in a specific spot, put something there and give them an AI package that keeps them there. For example, put a "sit marker" on the floor or a "wall marker" next to the wall and give them a travel package that forces them to it.  Or put a chair there and give them a travel package to the chair. Or just put an xMarker on the floor and have them travel to that.
 +
 
 +
Place a "North" marker in the cell so the NPCs orient themselves in it properly.  Please see the "[[#TIP_Center_On_Cell_COC_Markers|TIP Center On Cell COC Markers]]" and "[[#TIP_Finding_cell_North_in_GECK|TIP Finding cell North in GECK]]" entries under the "Worldspaces" section.  Also see the "[[#TIP_Making_NPCs_move_aka_AI_Packages|TIP Making NPCs move aka AI Packages]]" entry under the "Custom NPCs" section.
 
</div>
 
</div>
  
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</div>
 
</div>
  
<span id="Tip-BattleMusic"></span>
+
<span id="Tip-LiveStreaming"></span>
 
+
==== TIP Music OFF while Streaming ====
====TIP Replacing Battle Music====
+
: Thanks to '''TheWeekendSlice''' of the Nexus Fallout "Mod Requests" forum for the basis of the following:
: Thanks to '''KadoDragon''' and '''DaemonGrin''' 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+ */
">You need to know what ''audio object'' (in the GECK) to edit in the ''audio tab'' which means you need to know the names of the battle songs you want to replace. All you have to do once you have that information is redirect the ''audio object'' to the '''wav, mp3 or ogg''' file of the new one. Or you can find the '''mp3, wav, ogg''' you want to replace with your own music and just rename yours to the same names of the vanilla files (after backing them up of course); making sure to leave them in the correct directory path(s) in the "Data\sound\" folder path.  Not hard at all. Really the hardest thing to do with sound is creating the ''intro'' and ''outro'' segments: they are super short and need to blend nicely with the fade-in of the battle music.
+
">The game studios license music and sometimes sounds for use in their games with a license that covers ONLY the game owner playing the game in private. "Streaming" your gameplay constitutes (in the mind of the music publishers lawyers anyway) a "performance", requiring a separate license. If you want to use copyright music/sounds in your streams/videos you need to purchase a license that will allow you to publicly share that content; when you buy a game YOU DO NOT get such a license and the game studio/publisher DOES NOT pay for a such a license when they pay to include copyright music/sounds in their games.
 +
 
 +
People on '''Twitch''' have gotten copyright strikes for in-game music (for example "'''Alan Wake'''" contains a lot of licensed music: music that is now owned by the game studio) and for in-game sounds (the ambulance sound in '''Grand Theft Auto V''' got people strikes).
 +
 
 +
If you get 3 strikes, your '''Twitch''' channel is banned/closed.
 +
 
 +
People on '''Twitter''' have gotten a warning or even had their accounts disabled for including copyright protected music in videos embedded in their tweets (the detection on '''Twitter''' works at the millisecond level).
 +
 
 +
'''YouTube''' works differently: you can create a video that contains music/sounds for which you don't own the rights or the license to publicly share them, but then your video will get flagged by the copyright owners and they will get every single cent generated by your video. However, there's a very good chance that your channel won't get banned.
 +
 
 +
The '''Fallout 3/New Vegas/4''' radio music IS NOT LICENSED for public display which means it will get flagged by '''Twitch/YouTube''' and on '''Twitch''' there is a very good chance that your channel will get a strike against it. 3 strikes and your channel is gone.
 +
 
 +
This is not '''Twitch''''s fault as they have to comply from a legal perspective with the requirements of the music industry or engage in a very expensive lawsuit on user's behalf for little corporate gain.
 +
 
 +
What '''Twitch''' could do (and so far only '''Facebook Gaming''' and '''TikTok''' have done) is to pay out of pocket themselves for a "performance" music license that would cover as much of the music industry as possible and the license would have to be applicable worldwide as '''Twitch''' streamers and viewers are from all over the world. However, such a license is MASSIVELY EXPENSIVE so I doubt '''Twitch''' can afford it as they overall generate considerably, MASSIVELY less profit than '''Facebook''' or '''Google'''.
 +
 
 +
Oh, and by the way, '''Twitch''' has already issued a statement in which they advised people to not play copyright/licensed music and sounds on stream. They even went so far as to recommend people stream music with the music disabled.
 +
 
 +
This is down to the music industry who have very capable detection bots that immediately detect if your stream contains copyright music/sounds.
 +
 
 +
At the moment the detection works mostly only for VODs ("Video On Demand" recorded videos), but pretty soon the detection will also work for livestreamed content (so the detection will happen while the video is actually being streamed and before a recording of it is saved).
 +
 
 +
Some studios publicly allow content creation based on their games, some studios issue permissions to content creators, but most studios allow content creation because it's good marketing in spite of the fact that by law one would need to PURCHASE a license for publicly sharing the game. But you would need to check with and obtain written permission from the studio in question in each and every case to legally protect yourself.
  
The game combines the ''intros'' and ''outros'' from the '''Data\Sound\fx\mus\bttl''' sub-folder and then plays the music from the appropriate '''Data\Music\''' sub-folder.
+
<p style="text-align: left; color: red; background-color:#fff5f5;">While simply disabling the "play music" game option would seem to be sufficient, it only affects the Pipboy radio and does not also disable music played through "radios" or "jukeboxes" scattered throughout the Wasteland.  The Fallout 3 thread "[https://forums.nexusmods.com/index.php?/topic/9516493-mod-to-disable-the-radios-that-are-located-in-the-levelsenvironment/ Mod to disable the radios that are located in the levels/environment]" discusses replacing those music files. The effect of various "Fallout.INI" "[Audio]" section "audio", "dialogue", "music", and "radio" settings is not discussed.</p>
 
</div>
 
</div>
  
<span id="Tip-WeaponFiring"></span>
+
==== TIP Random Multiple Sounds ====
<span id="Tip-DetectionEvents"></span>
+
: Thanks to '''KICHo666''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
==== TIP TCD and Gunfire Detection Events ====
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
: Thanks to '''punchbattle''' of the "New Vegas Mod Talk" forum for the basis of the following.
+
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+ */
 +
">Normally you select the specific ".wav" file you want to play in the "new sound" editing window, but what about when you want the game to pick a random file from several possible sounds, such as for when repairing a weapon?
 +
 
 +
Just select the ''folder'' where the desired sounds reside.  The engine will handle the random file selection process automatically for you.
 +
</div>
 +
 
 +
<span id="Tip-BattleMusic"></span>
 +
 
 +
====TIP Replacing Battle Music====
 +
: Thanks to '''KadoDragon''' and '''DaemonGrin''' 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+ */
 +
">You need to know what ''audio object'' (in the GECK) to edit in the ''audio tab'' which means you need to know the names of the battle songs you want to replace. All you have to do once you have that information is redirect the ''audio object'' to the '''wav, mp3 or ogg''' file of the new one. Or you can find the '''mp3, wav, ogg''' you want to replace with your own music and just rename yours to the same names of the vanilla files (after backing them up of course); making sure to leave them in the correct directory path(s) in the "Data\sound\" folder path.  Not hard at all.  Really the hardest thing to do with sound is creating the ''intro'' and ''outro'' segments: they are super short and need to blend nicely with the fade-in of the battle music.
 +
 
 +
The game combines the ''intros'' and ''outros'' from the '''Data\Sound\fx\mus\bttl''' sub-folder and then plays the music from the appropriate '''Data\Music\''' sub-folder.
 +
</div>
 +
 
 +
<span id="Tip-WeaponFiring"></span>
 +
<span id="Tip-DetectionEvents"></span>
 +
==== TIP TCD and Gunfire Detection Events ====
 +
: Thanks to '''punchbattle''' of the "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;
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=== NifSkope Mesh Editor ===
 
=== NifSkope Mesh Editor ===
 
[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.]
 +
* [https://wiki.nexusmods.com/index.php/How_to_add_glow_maps How to add glow maps] Wiki article; works for FO3 as well.
 
* [http://www.youtube.com/watch?v=BvitRKEa1X0 How To Rotate A Mesh In Nifskope] 2 minute video by Zylice Liddell.
 
* [http://www.youtube.com/watch?v=BvitRKEa1X0 How To Rotate A Mesh In Nifskope] 2 minute video by Zylice Liddell.
 
* [http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: NifSkope Texture Paths by Jokerine] Mod PDF.
 
* [http://www.nexusmods.com/newvegas/mods/56009/? Jokerine's Misc Resources Tutorials and Novac Bungalow: NifSkope Texture Paths by Jokerine] Mod PDF.
Line 3,434: Line 4,220:
 
* 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 3,467: Line 4,267:
 
">Sometimes you want to "mash up" parts of mesh (and texture) files from different sources.  You might think to export parts of models from the source files as "*.OBJ" files, and then import them into your "*.NIF" files as "*.OBJ" in NifSkope.  This is not how this is usually done, and will generally produce "array Shader Textures are invalid" and "device position incorrect after block number ##" errors.  These are caused by missing ''BSShaderPPLightingProperty'' entries, and thus no ''BSShaderTextureSet''.
 
">Sometimes you want to "mash up" parts of mesh (and texture) files from different sources.  You might think to export parts of models from the source files as "*.OBJ" files, and then import them into your "*.NIF" files as "*.OBJ" in NifSkope.  This is not how this is usually done, and will generally produce "array Shader Textures are invalid" and "device position incorrect after block number ##" errors.  These are caused by missing ''BSShaderPPLightingProperty'' entries, and thus no ''BSShaderTextureSet''.
  
Generally speaking: "*.OBJ" files are for use importing into Blender, and should be exported as "*.NIF" files to work in NifSkope.  Blender is a much better tool for this sort of thing.
+
: Generally speaking: "*.OBJ" files are for use importing into Blender, and should be exported as "*.NIF" files to work in NifSkope.  Blender is a much better tool for this sort of thing.
  
 
When moving '''parts''' of meshes between "*.NIF" files in NifSkope, use the "Copy Branch" and "Paste Branch" functions.
 
When moving '''parts''' of meshes between "*.NIF" files in NifSkope, use the "Copy Branch" and "Paste Branch" functions.
  
'''NifSkope''' does not display ''textures'' from BSAs by default.  You have to point '''NifSkope''' to the BSA files location in it's settings.  In the '''NifSkope''' UI, left click "Options".  In the drop down menu, choose "Settings | Resources".  In the panel that opens, you will have to add the path to the BSAs. It should be the complete path, starting with the drive letter.  When you open "Resources" you should see a complete path to (and including) the "Data" folder.  If not, click on "Auto detect game path".
+
: '''NifSkope''' does not display ''textures'' from BSAs by default.  You have to point '''NifSkope''' to the BSA files location in it's settings.  In the '''NifSkope''' UI, left click "Options".  In the drop down menu, choose "Settings | Resources".  In the panel that opens, you will have to add the path to the BSAs. It should be the complete path, starting with the drive letter.  When you open "Resources" you should see a complete path to (and including) the "Data" folder.  If not, click on "Auto detect game path".
  
When using ''custom textures'', you need to set the texture ''relative path'' to the '''loose file''' in the NIF with '''NifSkope'''.  This is done under ''BSShaderPPLightingProperty/BSShaderTextureSet''.  ("Relative" meaning the path starts BELOW the game "Data" folder: as in "textures\<some sub-folder>\<some filename>.dds".  No drive letters or any path above "textures\"; without even "Data\".  See the wiki article [[How_to_fix_hard-coded_texture_paths_in_NIF_files|How to fix hard-coded texture paths in NIF files]] for specific instructions.)
+
: When using ''custom textures'', you need to set the texture ''relative path'' to the '''loose file''' in the NIF with '''NifSkope'''.  This is done under ''BSShaderPPLightingProperty/BSShaderTextureSet''.  ("Relative" meaning the path starts BELOW the game "Data" folder: as in "textures\<some sub-folder>\<some filename>.dds".  No drive letters or any path above "textures\"; without even "Data\".  See the wiki article [[How_to_fix_hard-coded_texture_paths_in_NIF_files|How to fix hard-coded texture paths in NIF files]] for specific instructions.)
 +
'''AusAllerWelt''' adds:
 +
: When a "mashed up" NIF file appears fine in the mesh editor but elements seem to become invisible when viewed in '''NifSkope''', most likely the problem is the element is missing a ''material property''.  This likely occurred because you copied those elements from a mesh that had a ''combined material property'' which is often done for optimization.
 +
 
 +
: To correct:
 +
:* <Right-Click> on the affected element '''NiTriShape''' of your mesh in '''NifSkope''', go to ''Node | Attach Property'' and select ''NiMaterialProperty''.
 +
:* {{filepath:NifSkope Material Property.png}}
 +
:* Now your element block should have a material property and appear in game. No need to change any values, unless you want to make that element of the mesh super glossy or something.
 
</div>
 
</div>
  
Line 3,490: Line 4,297:
 
(For any unfamiliar graphics related terms, please see the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Glossary TESTG Glossary].)
 
(For any unfamiliar graphics related terms, please see the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Glossary TESTG Glossary].)
  
So, the way it works is an object is lit dependent upon several factors.  The first is the ''normal map'' and its ''alpha channel''.  Obviously, you're telling me these are all the same texture, so that's not the problem here but it is certainly something to be aware of.  The ''normal map'' behaves as you expect, and its ''alpha channel'' is used as the ''specular map''.  Generally, you want that ''specular map'' to be mostly dark, down to drawing distinctly different effects in-game from a portion of a ''specular map'' that is 5% bright and 8% bright, for example (that is, 0% is pitch black, and bringing the RGB values all up 5% from 0 is 5%).
+
So, the way it works is an object is lit dependent upon several factors.  The first is the ''normal map'' and its ''alpha channel''.  The ''normal map'' behaves as you expect, and its ''alpha channel'' is used as the ''specular map''.  Generally, you want that ''alpha channel/specular map'' to be mostly dark, down to drawing distinctly different effects in-game from a portion of a ''specular map'' that is 5% bright and 8% bright, for example (that is, 0% is pitch black, and bringing the RGB values all up 5% from 0 is 5%).
  
 
Now, be aware that the ''specular map'' is manipulated in '''NifSkope''' but its effects are completely ignored visually until you see it in the '''GECK''' or the game, though the '''GECK''' usually doesn't display it accurately to the way it will look in-game.
 
Now, be aware that the ''specular map'' is manipulated in '''NifSkope''' but its effects are completely ignored visually until you see it in the '''GECK''' or the game, though the '''GECK''' usually doesn't display it accurately to the way it will look in-game.
 +
 +
There is 6 "NIF component" file slots available, and there's a naming convention.
 +
 +
''Diffuse/Alpha''    Texture/Transparency      <Name>.dds
 +
''Normal/Alpha''    Relief/Specularity        <Name>_n.dds
 +
''Glow Mask''        Mask for Emissive Color    <Name>_g.dds
 +
''Parallax''        Depth effect              <Name>_p.dds
 +
''EnvCube''          Reflection on the object  <Name>_e.dds
 +
''EnvCube Mask''    Mask for reflection        <Name>_m or <Name>_em.dds
 +
 +
''Diffuse'' and ''Normal'' can be in DXT1 or DXT5 format depending on the need.
 +
''EnvCube'' has its own setting, the others are in DXT1 format.
 +
''Glow Mask'' and ''EnvCube Mask'' are telling which part to reveal of a setting that applies on the whole ''NiTriStrips/Shapes''.
 +
 +
If you set an ''Environment Cube'' flag in your NIF but don't assign an ''EnvCube Ma''p, the game will assign (an ugly) one by default.
 +
If you don't assign a ''Envcube Mask'' while having the flag and ''EnvCube'' map set, the game will use the ''Specular'' (''Alpha'') of the normal. These two situations might lead to an increased Draw Calls and GPU strain.
 +
 +
You can use the ''Specular Map'' to generate a "*_m.dds" or draw one in a graphic app. The dark part will mask the ''EnvCube Map'' reflection.  The white part will fully reveal, and nuances of grey will attenuate.
  
 
So, now that the basics are out of the way, the rest of the lighting stuff is determined per model in '''NifSkope'''.  Open your train tracks model in '''NifSkope''' (located in ''Meshes\dungeons\metro\exterior''), and click on the dirt portion: [[File:EPDGaffney_TrainTracks_Fig01.png|thumbnail|100px|TrainTracks_Fig-01]](See '''TrainTracks_Fig-01'''.  {{Thumbnail_enlargement_message}})
 
So, now that the basics are out of the way, the rest of the lighting stuff is determined per model in '''NifSkope'''.  Open your train tracks model in '''NifSkope''' (located in ''Meshes\dungeons\metro\exterior''), and click on the dirt portion: [[File:EPDGaffney_TrainTracks_Fig01.png|thumbnail|100px|TrainTracks_Fig-01]](See '''TrainTracks_Fig-01'''.  {{Thumbnail_enlargement_message}})
Line 3,556: Line 4,381:
 
:* [[#TIP-RandomNPCcomments|Tip: Random NPC Comments.]]
 
:* [[#TIP-RandomNPCcomments|Tip: Random NPC Comments.]]
 
:* [[#Tip-DialogTabs|TIP: Standard Dialog.]]
 
:* [[#Tip-DialogTabs|TIP: Standard Dialog.]]
 +
 +
[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.
 
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.
Line 3,574: Line 4,434:
 
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;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
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* [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.]
+
==== '''TIP Best Practice'''  Do not begin EditorIDs with numbers ====
* [http://geckwiki.com/index.php/Category:Conditions GECK Category: Conditions] Wiki.
+
<span style="color: red; background-color:#fff5f5;" id="TIP-EditorIDNames"></span>
* [http://geckwiki.com/index.php/Category:Tutorials GECK Category: Tutorials page] Wiki.
+
: Thanks to '''madmongo''' and '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
* [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 ====
 
<span style="color: red; background-color:#fff5f5;" id="TIP-EditorIDNames"></span>
 
: Thanks to '''madmongo''' and '''EPDGaffney''' of the Nexus Fallout "New Vegas GECK and Modders" forum 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.
+
">When you want to share variables across more than one script, create a simple ''Variable Reservoir'' "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 as it's sole purpose is to store variables to use among other scripts), but you need to enable the "StartGame enabled" checkbox. (Using the default delay of 5 seconds seems to be sufficient as there are no ''GameMode'' or ''MenuMode'' blocks to run anyway.)
  
 
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.
 
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.
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==== TIP Adding Items to Actors ''aka Leveled Lists'' ====
 
==== TIP Adding Items to Actors ''aka Leveled Lists'' ====
: Thanks to '''Ladez''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
+
: Thanks to '''Ladez''', '''EDPGaffney''', '''madmongo''', and '''GamerRick''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
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">So you've created this fantastic new item (weapon / armor / clothing, etc.) and want it to start appearing in the merchant inventories or NPC loot.  How to go about it without manually placing it in every individual's inventory is the question.
 
">So you've created this fantastic new item (weapon / armor / clothing, etc.) and want it to start appearing in the merchant inventories or NPC loot.  How to go about it without manually placing it in every individual's inventory is the question.
  
The answer is "[http://geckwiki.com/index.php/LeveledItem leveled lists]".  These are lists which can populate inventories of actors when the Player has attained a specified level of experience.  The subject is addressed in the Nexus Forum thread [http://forums.nexusmods.com/index.php?/topic/2219064-adding-items-to-levelled-listsgra Adding Items to Levelled Lists/GRA] and should answer most of your questions, but here is the summary.
+
The answer is "[http://geckwiki.com/index.php/LeveledItem leveled lists]".  These are lists which can populate inventories of actors when the Player has attained a specified level of experience. (Many "storage containers" like "chests" and "lockers" are "owned" by the interior cell they are located within.) The subject is addressed in the Nexus Forum thread [http://forums.nexusmods.com/index.php?/topic/2219064-adding-items-to-levelled-listsgra Adding Items to Leveled Lists/GRA] and should answer most of your questions, but here is the summary.
  
The basic process is covered in the GECK Wiki under the topic "[http://geckwiki.com/index.php/Adding_items_to_vendors Adding items to vendors]".  Note that avoiding incompatibilities with other mods requires using one of the following three methods:
+
The basic process is covered in the '''GECKWiki''' under the topic "[http://geckwiki.com/index.php/Adding_items_to_vendors Adding items to vendors]".  Note that avoiding incompatibilities with other mods requires using one of the following three methods:
# create a new container owned by the NPC;
+
# create a new container owned by the Actor;
# create a quest/script to add the items to the NPC's existing vendor container;
+
# create a quest/script to add the items to the Actor's existing vendor container;
 
# create a quest/script to add the items to a vendor's leveled item list.
 
# create a quest/script to add the items to a vendor's leveled item list.
  
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">'''EPDGaffney''' expanded: When you select the "Use Info" property of an item, you see the "Count" and "Users" columns.  Levelled items will always have a "Count" of "0" because "Count" is how many instances/references are placed in the game cells, as opposed to a container.  Because levelled items can never be placed anywhere but a container (including an Actor of course), they will always have "0" in that column.  "Count" from the "Use Info" property is the same as "Count" in the "Object Window".
+
">'''EPDGaffney''' expanded: When you select the "Use Info" property of an item, you see the "Count" and "Users" columns.  Leveled items will always have a "Count" of "0" because "Count" is how many instances/references are placed in the game cells, as opposed to a container.  Because leveled items can never be placed anywhere but a container (including an Actor of course), they will always have "0" in that column.  "Count" from the "Use Info" property is the same as "Count" in the "Object Window".
  
What makes this really confusing is that you have "Levelled Items" nested inside of other "Lists" inside of other "Lists" and so on, and these can eventually be tracked to a template actor, who has a "Use Count" of "0" because the items are never placed in the game but whose template inventory is used by 100 actors.  Meaning that levelled item with a (Use) "Count" of "0" and 1 "User" will in fact (potentially) be in 100 inventories once you start playing the game.
+
What makes this really confusing is that you have "Leveled Items" nested inside of other "Lists" inside of other "Lists" and so on, and these can eventually be tracked to a template actor, who has a "Use Count" of "0" because the items are never placed in the game but whose template inventory is used by 100 actors.  Meaning that leveled item with a (Use) "Count" of "0" and 1 "User" will in fact (potentially) be in 100 inventories once you start playing the game.
  
 
That said, a high "Use Info" Count is going to be reliable in that the item will turn up in the game for sure.  But just look at different merchant inventories to see what's really the best way to go in choosing a list for generally adding your item to the game.</div>
 
That said, a high "Use Info" Count is going to be reliable in that the item will turn up in the game for sure.  But just look at different merchant inventories to see what's really the best way to go in choosing a list for generally adding your item to the game.</div>
* "Form Lists" are under the GECK "Object Window | Miscellaneous" category.  Find a likely list, "< Double-click >" on the entry to "Edit" it and view the contents of the list to determine how suitable it is for your purposes.  DO NOT manually add your new item directly to this list.  Use one of the three methods above.
+
* "Form Lists" are under the '''GECK''' "Object Window | Miscellaneous" category.  Find a likely list, "< Double-click >" on the entry to "Edit" it and view the contents of the list to determine how suitable it is for your purposes.  DO NOT manually add your new item directly to this list.  Use one of the three methods above.
  
Note that by default it takes 72 hours in-game for an Actor's "inventory" to get recalculated (updated from a "leveled list").  You can force the inventory to "reset" by calling the [http://geckwiki.com/index.php/ResetInventory ResetInventory] function on the container reference, but remember that "all previously added, removed, or calculated objects will be lost".  See the GECK Wiki entry on "[http://geckwiki.com/index.php/Force_an_actor_to_equip_new_stuff Force an actor to equip new stuff]" as well.
+
Note that by default it takes 72 hours (3 days) in-game for an Actor's "inventory" to get recalculated (updated from a "leveled list").  You can force the inventory to "reset" by calling the [http://geckwiki.com/index.php/ResetInventory ResetInventory] function on the container reference, but remember that "all previously added, removed, or calculated objects will be lost".  See the '''GECKWiki''' entry on "[http://geckwiki.com/index.php/Force_an_actor_to_equip_new_stuff Force an actor to equip new stuff]" as well.
  
The vanilla GECK function is "[http://geckwiki.com/index.php/AddItemToLeveledList AddItemToLeveledList]". As the wiki says: <blockquote>
+
The vanilla '''GECK''' function is "[http://geckwiki.com/index.php/AddItemToLeveledList AddItemToLeveledList]". As the wiki says:  
 +
<blockquote>
 
"This should be used in the RARE case where we want to add an item to a Leveled Item list that already exists in the ESM. Its primary use is for modifying lists from the base game in downloadable content. In most cases you should add items to form lists in the editor object windows. This is for those special cases where you want to alter the contents of a list at runtime or want to change it without putting it in your ESP/ESM file. Once altered using this function, it will persist in the save game data.
 
"This should be used in the RARE case where we want to add an item to a Leveled Item list that already exists in the ESM. Its primary use is for modifying lists from the base game in downloadable content. In most cases you should add items to form lists in the editor object windows. This is for those special cases where you want to alter the contents of a list at runtime or want to change it without putting it in your ESP/ESM file. Once altered using this function, it will persist in the save game data.
  
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</blockquote>
 
</blockquote>
  
The "Lutana" extension to NVSE (now part of the "JIP LN NVSE" plugin) has the following "leveled list" functions which are preferred as overcoming the drawbacks of the vanilla GECK functions.
+
The "Lutana" extension to NVSE (now part of the "JIP LN NVSE" plugin) has the following "leveled list" functions which are preferred as overcoming the drawbacks of the vanilla '''GECK''' functions. But first read the '''Notes ''' on the [https://geckwiki.com/index.php?title=Category:List_Functions Category:List_Functions] page regarding important cautions.  According to '''Roy Batterian''', per '''jazzisparis''' in the "JIP LN NVSE Plugin" comments [https://www.nexusmods.com/newvegas/mods/58277?tab=posts thread]: "They should only be used on new empty lists, and never to remove any items with them. They just are not safe to use that way.  Kind of defeats the purpose of the functions, but it is what it is. However you can always create new lists via script, and then change the list that things are pointing to. You can do that with '''AddFormToFormList''' as well.  But change the lists things use at runtime, [then] it's still safe to remove mods, and probably a better solution anyway, as just changing that will cause a lot less startup lag."
 
* [http://geckwiki.com/index.php/LeveledListAddForm LeveledListAddForm]
 
* [http://geckwiki.com/index.php/LeveledListAddForm LeveledListAddForm]
 
* [http://geckwiki.com/index.php/LeveledListRemoveForm LeveledListRemoveForm]
 
* [http://geckwiki.com/index.php/LeveledListRemoveForm LeveledListRemoveForm]
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So, scripting added items with functions such as ''LeveledListAddForm'' needs to be done every time the game is started.  Most do it at "launch", but it can be done at every "reload" instead.  The vanilla function ''AddItemToLeveledList'' by contrast will save in the "save game" data.  It's not necessarily a bad function if you know how to use it (with a ''bDoOnce'' condition check most likely).  But likewise, modders need to know that the '''Lutana''' functions must be done each session/game load.  Items already spawned will of course remain in inventories if the '''Lutana''' function is called just once, but the items will never turn up anywhere else once the game is closed unless the function is called again next time.
 
So, scripting added items with functions such as ''LeveledListAddForm'' needs to be done every time the game is started.  Most do it at "launch", but it can be done at every "reload" instead.  The vanilla function ''AddItemToLeveledList'' by contrast will save in the "save game" data.  It's not necessarily a bad function if you know how to use it (with a ''bDoOnce'' condition check most likely).  But likewise, modders need to know that the '''Lutana''' functions must be done each session/game load.  Items already spawned will of course remain in inventories if the '''Lutana''' function is called just once, but the items will never turn up anywhere else once the game is closed unless the function is called again next time.
  
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">'''madmongo''' contributes: Here is an example using vanilla code. Create a quest called, let's say: "MyWeaponsModQuest" and check the box to have it ''enabled at startup''. Then create the following script, check the box to make it a ''quest script'', and in "MyWeaponsModQuest" change the quest to be this script. This will add a custom weapon with the "editor ID" of "MyWeaponID1" to the two form lists shown in the script (basically the two "Holdout" weapon form lists).
 +
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 +
scn MyWeaponsModQuestScript<br>
 +
int MyWeapModStartupDone<br>
 +
begin GameMode
 +
: if MyWeapModStartupDone != 1
 +
:: AddFormToFormList NVHoldoutWeapons MyWeaponID1
 +
:: AddFormToFormList NVImprovedHoldoutWeapons MyWeaponID1
 +
:: set MyWeapModStartupDone to 1
 +
:: StopQuest MyWeaponsModQuest
 +
: endif
 +
end
 +
</div>
 +
So the way this works is the quest is enabled at startup, so it's going to run through its quest script. The quest script adds the weapon to the two "Holdout" form lists then sets a flag (e.g. "MyWeapModStartupDone") so that it will only run through that code in the script once. Then it stops the quest so that the script doesn't keep running in the background and doing nothing except wasting some CPU time.
 +
 +
Copy/paste the above script as needed, changing the quest name and "editor IDs" to match your names.
 +
</div>
 +
 +
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">'''GamerRick''' adds for those attempting to only use '''xEdit/FNVEdit''':<br>
 +
* With this ''edit tool'' you can only add items to a ''base object'' (not just the specific reference that was put into a certain cell).  Thus your change will effect all instances of a container placed anywhere else in the game.  You must first get that ''base object'' into your ESP.  Find that base container object in the ESM/ESP it is in and do a "Copy As Override" of that container into your ESP.  You will now have that container in your ESP.
 +
* Add your item to that container: Change an existing item in the container to your object by choosing the item and editing the drop down list of the item's ''Editor-ID'' to select your item.
 +
:: Or you can add a new item to the list: At the top of the items list is the 'Items (sorted)' top level thing.  Right-click and select 'Add', and add your item.
 +
 +
Learn to use the '''GECK!!!'''  Resistance is futile if you want to continue making and editing mods.  Learning the basics of using the '''GECK''' is a LOT easier than trying to figure out how to do things in '''FNVEdit''', and you will eventually run into a wall where you simply can't do it without the '''GECK'''.
 +
</div>
 
Always test from a "new game" file instead of a save game from a play session.
 
Always test from a "new game" file instead of a save game from a play session.
 
</div>
 
</div>
  
 
<span id="Tip-Conditionals"></span>
 
<span id="Tip-Conditionals"></span>
 +
 
==== TIP Basic '''conditional test''' syntax ====
 
==== TIP Basic '''conditional test''' syntax ====
 
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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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'''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.
 +
 +
An '''Eventhandler''' needs to be registered in '''GameMode''' because ''actor events'' are flushed every game load to avoid problems with temporary references.  Avoid using "MenuMode 4" to register your EventHandlers.  Many mod authors are used to registering general event handlers only once at game restart (MenuMode 4), but are not aware the player can start the game before this mode runs, especially if several mods are using it and they cause some delay ... which can sometimes leading to breaking other handler registrations.
 +
  
 
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 4,350: Line 5,234:
  
 
[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 4,389: Line 5,291:
  
 
'''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.
 
'''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>
 +
 +
<span id="Tip-MenuOptions"></span>
 +
==== TIP Menu Options using GetItemCount ====
 +
: 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+ */
 +
">With a ''Menu'' using the [https://geckwiki.com/index.php?title=GetItemCount GetItemCount] function as the [https://geckwiki.com/index.php?title=Using_Complex_Conditions condition], you have to use a "reference variable" as the ''ObjectID'' reference-ID parameter (''[ContainerID.]'') of the function.  In this instance, it means you have to select the ''Player'' as the ''[ContainerID.]'' reference, instead of the usual "Run On" <subject> ... as described in the [https://geckwiki.com/index.php?title=Quest_and_Dialogue_Tutorial Quest and Dialogue Tutorial].
 +
 +
Menu condition example:
 +
<pre>
 +
GetItemCount, Run on: Reference|<PlayerRef>, <item>, > 14
 +
</pre>
 +
(meaning in the GECK you first open the "Run On" dropdown list to pick "Reference" and then click on "select" and pick "PlayerRef ('Player')" from another dropdown list.)
 +
 +
See script '''V22FoodCaveWallTerm''' for an example of this with a terminal.  (Most other terminal scripts don't make any checks or just go to the "barter menu".  Thanks to '''GamerRick''' for ferreting out this reference script and confirming "Run On Subject" works as a menu condition when used in this manner.)
 +
 +
Pay attention to the [https://geckwiki.com/index.php?title=Checking_if_a_Mod_is_affecting_an_Object Checking if a Mod is affecting an Object] entry in the [https://geckwiki.com/index.php?title=Main_Page GECKWiki] if referencing an object to which you made edits that pertain to the condition.
 
</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 4,408: Line 5,333:
 
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 4,610: Line 5,563:
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">'''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).
Line 4,615: Line 5,570:
  
 
<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:
Line 4,683: Line 5,639:
 
On the other hand, there are many objects (such as "containers"; which you should recall all '''Actors''' are considered to be) that get dynamically ''spawned'' by the game during play (for instance from "leveled lists").  Such "spawned objects" are always as "non persistent" refs from a "Base Form" template without a pre-determined "Editor-ID" or "Ref-ID".  (They are all given an automatically generated instance "Ref-ID" that begins with the "mod index" of "FF".  All undeleted "FF" mod index entries get "baked into" your "save game" files.  This is how you get "save game bloat".)
 
On the other hand, there are many objects (such as "containers"; which you should recall all '''Actors''' are considered to be) that get dynamically ''spawned'' by the game during play (for instance from "leveled lists").  Such "spawned objects" are always as "non persistent" refs from a "Base Form" template without a pre-determined "Editor-ID" or "Ref-ID".  (They are all given an automatically generated instance "Ref-ID" that begins with the "mod index" of "FF".  All undeleted "FF" mod index entries get "baked into" your "save game" files.  This is how you get "save game bloat".)
  
Note that objects flagged as "quest items" apparently are treated as "persistent" by default, regardless of the "reference data flag" state.  That appears to be the only way to ''spawn'' "persistent refs" in-game as well.
+
Note that objects flagged as "quest items" apparently are treated as "persistent" by default, regardless of the "reference data flag" state.  That appears to be the only way to ''spawn'' "persistent refs" in-game without the JIP LN NVSE function [http:\\geckwiki.com/index.php/SetPersistent SetPersistent] to set a non-persistent reference to persistent at runtime.
  
 
If you specifically need a "non persistent" ref, stick something like this on the script related to that "object" (e.g. container object script):
 
If you specifically need a "non persistent" ref, stick something like this on the script related to that "object" (e.g. container object script):
Line 4,706: Line 5,662:
  
 
<span id="Tip-Relocating"></span>
 
<span id="Tip-Relocating"></span>
 +
 
==== TIP Relocating objects to Player by script ====
 
==== TIP Relocating objects to Player by script ====
 
: Thanks to '''madmongo''' and '''Nexusmodsaccountno2''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
 
: Thanks to '''madmongo''' and '''Nexusmodsaccountno2''' of the Nexus Fallout "New Vegas Mod Talk" forum for the basis of the following:
Line 4,773: Line 5,730:
  
 
By default: the engine behavior where a script that has failed (due to any reason) at some point during execution will be effectively disabled by the game and will no longer be processed again until the game is restarted.  However, there is an INI configuration setting ("bNoFailedScriptLocks") for the "JIP LN NVSE Plugin" which allows such failing scripts to continue to run instead.  Where this is a possibility, requiring the use of "JIP LN NVSE" for your mod is not that big of a deal.  The "game fixes" provide by that Plugin are not available any other way, which is reason enough to make people use it.  And both NVSE and various plugins for it add functionality not available in the vanilla game, which make many mods possible.  Most mod users will already have one or both installed.  If they don't, it's their loss; not yours.
 
By default: the engine behavior where a script that has failed (due to any reason) at some point during execution will be effectively disabled by the game and will no longer be processed again until the game is restarted.  However, there is an INI configuration setting ("bNoFailedScriptLocks") for the "JIP LN NVSE Plugin" which allows such failing scripts to continue to run instead.  Where this is a possibility, requiring the use of "JIP LN NVSE" for your mod is not that big of a deal.  The "game fixes" provide by that Plugin are not available any other way, which is reason enough to make people use it.  And both NVSE and various plugins for it add functionality not available in the vanilla game, which make many mods possible.  Most mod users will already have one or both installed.  If they don't, it's their loss; not yours.
 +
 +
(The complete discussion this "Tip" summarizes can be found [https://forums.nexusmods.com/index.php?/topic/7320086-how-to-moveto-an-actor-in-front-of-the-player/ here].)
 +
 +
<p style="text-align: left; color: green; background-color:#fff5f5;">
 +
Update: Thanks to user '''IntenseMute''' for pointing out that '''TommInfinite''''s new NVSE plugin "[https://www.nexusmods.com/newvegas/mods/71878 SUP NVSE Plugin]" has a [https://geckwiki.com/index.php?title=GetCalculatedPos GetCalculatedPos] function for this.</p>
 +
Example Script:
 +
<pre>
 +
Float fAngleVar
 +
Float fDistanceVar
 +
Float fOutX
 +
Float fOutY
 +
 +
Begin GameMode
 +
Set fAngleVar To Player.GetAngle Z
 +
Set fDistanceVar To 100 ; Modify this value to determine distance from player
 +
Player.GetCalculatedPos fAngleVar fDistanceVar fOutX fOutY
 +
Let fOutX -= Player.GetPos X
 +
Let fOutY -= Player.GetPos Y
 +
<REFERENCE>.MoveTo Player fOutX fOutY 0
 +
End</pre>
 
</div>
 
</div>
  
Line 4,800: Line 5,777:
 
You just can't declare variables or use "Begin Blocks".  They belong to whatever item/event they are found with as far as a RefID/FormID goes.<br>
 
You just can't declare variables or use "Begin Blocks".  They belong to whatever item/event they are found with as far as a RefID/FormID goes.<br>
 
When you want to put lines of code into (for example) a "Dialog Topic" conversation or "Quest Script" "Script Result" field, you need to click the "Compile Result" button just below/adjacent to that field in order to save the code.</div>
 
When you want to put lines of code into (for example) a "Dialog Topic" conversation or "Quest Script" "Script Result" field, you need to click the "Compile Result" button just below/adjacent to that field in order to save the code.</div>
 +
 +
<span id="Tip-ScriptSize"></span>
 +
==== TIP Script Size limit ====
 +
: Thanks to '''jazzisparis''' 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+ */
 +
">There is a limitation on the size of scripts in the GECK: based upon the number of characters: including spaces, comments, and "non-printing" control characters like "line feeds" (aka "new lines").  (Note Windows files use a pair of control characters (<CR>+<LF>) to signal a "new line" while Unix style systems use a single <LF> character, and Apple Macintosh uses a single <CR>.  Some editors (like '''Notepad++''') allow you to configure this, and to display character counts on a status line.)  Various numbers have been cited (usually "around 32,000"), but the most specific seem to put the maximum between 31875 and 32767.
 +
 +
According to the author of the '''JIP NVSE''' plugin: "The size of the '''''compiled script''''' is also limited, and is more problematic since it's reached long before the character limit.  This is especially true with NVSE-heavy scripts."
 +
 +
In addition, there is a common misconception that "the result script for a '''quest stage''' only allows around 1K". This can be worked around by clicking '''Edit''' button next to the '''Result Script''' box; instead of editing the script directly in the box.  This opens the '''result script''' in an "editor" instead of a form display control. (The same applies to any '''Result Script'''; not just for '''quest stages'''.)
 +
</div>
  
 
<span id="Tip-SpecialChars"></span>
 
<span id="Tip-SpecialChars"></span>
Line 4,846: Line 5,837:
  
 
<span id="Tip-Timers"></span>
 
<span id="Tip-Timers"></span>
 
 
==== TIP Timers ====
 
==== TIP Timers ====
 
: Thanks to '''xqdcss''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
 
: Thanks to '''xqdcss''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
Line 4,862: Line 5,852:
 
</div>
 
</div>
  
<span id="Tip-ScriptSize"></span>
+
<span id="Tip-Traits"></span>
==== TIP Script Size limit ====
+
==== TIP Traits ====
: Thanks to '''jazzisparis''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the basis of the following:
+
: Thanks to '''daliawithoutanh''' 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+ */
">There is a limitation on the size of scripts in the GECK: based upon the number of characters: including spaces, comments, and "non-printing" control characters like "line feeds" (aka "new lines").  (Note Windows files use a pair of control characters (<CR>+<LF>) to signal a "new line" while Unix style systems use a single <LF> character, and Apple Macintosh uses a single <CR>Some editors (like '''Notepad++''') allow you to configure this, and to display character counts on a status line.) Various numbers have been cited (usually "around 32,000"), but the most specific seem to put the maximum between 31875 and 32767.
+
">"''Traits'' modify aspects of gameplay, granting a benefit in one area at the cost of hampering another." (Source - [https://fallout.fandom.com/wiki/Fallout:_New_Vegas_traits Nukepedia]).
 +
 
 +
But how do you implement one?  The same way as a ''[https://geckwiki.com/index.php?title=Category:Perk Perk]'', but you have to check an option to have it treated as a ''Trait'' instead.
 +
 
 +
What is the difference?  "A ''trait'' is selected at the time of character creation.  A ''perk'' is selected during level advancement." (Source - [https://geckwiki.com/index.php?title=Category:Perk GECKWiki])
 +
 
 +
''Perks'' in the game (including ''traits'') don't have any effect on the player by themselves: their ''ranks'' (and the [https://geckwiki.com/index.php?title=Perk_Entry perk entry] they are associated with) do.  Thus these can be either one of three types: ''quest'', ''ability'' or ''entry point''.
 +
 
 +
The choice of how to implement the ''perk entry'' depends upon your preference and (possibly) how you want the ''trait'' to affect gameplay.  (Note that the ''perk/trait'' can have multiple ''Perk Entries''.) 
 +
 
 +
The example case (from a concept by '''Hulgore''' in the [https://forums.nexusmods.com/index.php?/topic/9918073-need-help-for-scripting/ Mod Talk forum]) is of a helmet which cannot be removed if the player has a specific ''trait'' we will call "Social Anxiety".
 +
 
 +
A ''quest'' type entry is more than enough in the example case, because what it does is set the stage of a quest to the value we giveThat is luckily also the simplest way of running a one-off script, by attaching a ''result script'' to a quest ''stage''.
 +
 
 +
(For example: It could be a script attached to a ''magic effect'', which in turn is attached to an ''ability'' added to the ''Perk Entries''  field.  There is usually more than one way to accomplish most scripting goals.)
 +
 
 +
So, we're basically ready to make the ''trait'' with everything we're going to need: the base object of the helmet itself, the quest with the stage that adds the custom helmet to the player, and the ''perk'' (which only becomes a ''trait'' once we check the correct option) that the player can pick.
 +
 
 +
Start by making the helmet, because it'll need to exist when writing the script later on.  In this case we open the ''T51b'' helmet we are going to use as our base, just change the Editor-ID to '''ddBucket''', and save it as a new object form. (Don't forget to untick (disable) the ''Power Armor'' option box in this instance; but it shouldn't usually be a problem for you, assuming you start from a regular helmet instead.)
 +
 
 +
Then we make a new '''Quest'''.  (See [https://geckwiki.com/index.php?title=Bethsoft_Tutorial_Basic_Quest Bethsoft Tutorial Basic Quest].) Set the ID to '''ddBucketPerkScript''' and the priority to "100".  (This value just a habit; you can set it to whatever priority you want.  Just remember it is competing with other ''quests'', including '''dialog topics'''.  The higher the value the more priority this ''quest'' will have over others in the same list with a lower value.  Zero(0) is the default priority.) Then save the ''Quest'', open it again and add a new ''stage'' under the "Quest Stages" tab with the index of "10" and added an '''empty''' log entry. The log entry is where we can add a ''result script'' which runs when the quest's stage is set to the corresponding index.
 +
 
 +
The ''result script'' is really simple, we don't even need to find a [https://geckwiki.com/index.php?title=Category:Blocktypes blocktype] for it or anything, just type in the functions that equip the helmet:
 +
 
 +
<pre>
 +
  PlayerRef.AddItem ddBucket 1    ;First, the player has to actually have the item in their inventory.
 +
PlayerRef.EquipItem ddBucket 1 1 ;Then we can equip it.
 +
</pre>
 +
 
 +
Then we make a ''Perk''.  We give it the '''ddBucketPerk''' Editor-ID and named it "Social Anxiety".  We need to check the ''Playable'' option box to make it appear in the game and do the same with the ''Trait'' option box if you want it to appear after Doc Mitchell's Rorschach test as a ''trait''. Also, make sure to set the ''Level'' to anything other than zero (0).  Usually this is the level required to pick the ''perk'', but in our case the ''perk'' is actually a ''trait'', hence it only makes sense to set it to one (1).
  
According to the author of the '''JIP NVSE''' plugin: "The size of the '''''compiled script''''' is also limited, and is more problematic since it's reached long before the character limit.  This is especially true with NVSE-heavy scripts."
+
Last, we add an ''entry point'' to the ''perk'', choose the ''Quest type'', select the quest named '''ddBucketPerkScript''' from the drop-down menu, set the stage to "10", save it and we're done.
  
In addition, there is a common misconception that "the result script for a '''quest stage''' only allows around 1K". This can be worked around by clicking '''Edit''' button next to the '''Result Script''' box; instead of editing the script directly in the boxThis opens the '''result script''' in an "editor" instead of a form display control. (The same applies to any '''Result Script'''; not just for '''quest stages'''.)
+
We can test it in-game with the '''ShowTraitMenu''' command in the console (<~>)Now you are equipped to create your own.
 
</div>
 
</div>
  
Line 4,880: Line 5,899:
 
* [http://wiki.nexusmods.com/index.php/Category:Texturing Texturing Category on Nexus] Wiki.  A large collection of articles on the subject.
 
* [http://wiki.nexusmods.com/index.php/Category:Texturing Texturing Category on Nexus] Wiki.  A large collection of articles on the subject.
 
* [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Main_Page The Elder Scrolls Texture Guide (TESTG)] Wiki.  A glossary of terminology and summary of various basic aspects related to texture replacements, along with a collection of "The Elder Scrolls" game mods of that nature.  Designed for players rather than mod creators, but useful for beginners.
 
* [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Main_Page The Elder Scrolls Texture Guide (TESTG)] Wiki.  A glossary of terminology and summary of various basic aspects related to texture replacements, along with a collection of "The Elder Scrolls" game mods of that nature.  Designed for players rather than mod creators, but useful for beginners.
 +
* [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics Blender 3D: Noob to Pro/UV Mapping tutorial] HTML excerpt from the manual.
 
* [http://forums.getpaint.net/index.php?/forum/28-textures/ Paint.net Tutorials] Forum.
 
* [http://forums.getpaint.net/index.php?/forum/28-textures/ Paint.net Tutorials] Forum.
 
* [http://www.youtube.com/channel/UChSDb-rgM7QrW6QvZjOy-VA Paint.net tutorial] Video series by '''yakobelt'''.
 
* [http://www.youtube.com/channel/UChSDb-rgM7QrW6QvZjOy-VA Paint.net tutorial] Video series by '''yakobelt'''.
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=== Weapons ===
 
=== Weapons ===
 
[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.]
 +
* [[Adding_ISA_to_Fallout:_New_Vegas|Adding Iron Sights Animation (ISA) to FNV]] Wiki.
 
* [http://www.nexusmods.com/newvegas/mods/63109/? Complete custom gun modding guide by GaigeStorm] PDF.
 
* [http://www.nexusmods.com/newvegas/mods/63109/? Complete custom gun modding guide by GaigeStorm] PDF.
* [[Adding_ISA_to_Fallout:_New_Vegas|Adding Iron Sights Animation (ISA) to FNV]] Wiki.
 
 
* [http://www.nexusmods.com/newvegas/mods/61315/? Guide: Blender/NifSkope Weapon] Resource collection including tutorials.
 
* [http://www.nexusmods.com/newvegas/mods/61315/? Guide: Blender/NifSkope Weapon] Resource collection including tutorials.
* [http://www.nexusmods.com/newvegas/images/104855/?changePreference=3 Guide - Blender and NifSkope weapon] by '''SGTbayk47'''.
+
* [http://www.nexusmods.com/newvegas/images/104855/?changePreference=3 Guide: Blender and NifSkope weapon] by '''SGTbayk47'''.
 +
* [https://www.nexusmods.com/newvegas/mods/66292 Guide: on Getting Weapon Animation Replacers and Asurah Reanimation Pack to Work Together] by '''123keelos'''.  A tutorial on how to use WAR's 3rd person animation with Asruah's 1st person animations.
 
* [[Simple_vanilla_ironsights|Simple vanilla ironsights]] Wiki.
 
* [[Simple_vanilla_ironsights|Simple vanilla ironsights]] Wiki.
 
* [http://www.nexusmods.com/newvegas/mods/66532 Tammer's Guide to NIF-Bashing] PDF and images tutorial by '''mc_tammer '''.
 
* [http://www.nexusmods.com/newvegas/mods/66532 Tammer's Guide to NIF-Bashing] PDF and images tutorial by '''mc_tammer '''.
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popd
 
popd
 
</div>
 
</div>
The GECK should also be patched to use up to 4GB of memory (i.e. [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher], NT Core's [http://www.ntcore.com/4gb_patch.php 4GB EXE Patcher] or their more general [http://www.ntcore.com/exsuite.php CCF Explorer], or the like).
+
The GECK should also be patched to use up to 4GB of memory (i.e. [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher], NT Core's [http://www.ntcore.com/4gb_patch.php 4GB EXE Patcher] or their more general [http://www.ntcore.com/exsuite.php CCF Explorer], or the like).  Now included in the [https://www.nexusmods.com/newvegas/mods/64888 GECK Extender NVSE Plugin].
  
 
The GECK can also appear to "hang" while trying to load plugins.  This may be due to failing to select other plugins your target plugin requires as "masters", but which are not ESM files.  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.
 
The GECK can also appear to "hang" while trying to load plugins.  This may be due to failing to select other plugins your target plugin requires as "masters", but which are not ESM files.  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.
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<span id="Tip-WeaponAnimations"></span>
 
<span id="Tip-WeaponAnimations"></span>
 +
 
====TIP Weapon Effect Animations====
 
====TIP Weapon Effect Animations====
 
: Thanks to '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the following:
 
: Thanks to '''pixelhate''' of the Nexus Fallout "New Vegas GECK and Modders" forum for the following:
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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+ */
">If you have a large number of "loose" asset files associated with your plugin, consider packaging them into a "Bethesda Software Archive (BSA)" file.  This is how the vanilla game provides most of it's files.  It can provide performance improvements for older systems, as well as keeping the "asset" files of your plugin neatly packaged and separate from those of other mods.  As a player, you may find it beneficial to package other mod's loose files into BSAs for your own performance gains.   
+
">If you have a large number of "loose" asset files associated with your plugin, consider packaging them into a "Bethesda Software Archive (BSA)" file.  This is how the vanilla game provides most of it's files.  It can provide performance improvements for older systems, as well as keeping the "asset" files of your plugin neatly packaged and separate from those of other mods.  As a player, you may find it beneficial to package other mod's loose files into BSAs for your own performance gains.
 +
 
 +
Note that the game engine does not have a mechanism for determining which BSA file to use ''if more than one'' contains the same fileIn these instances, it appears to grab the file randomly from one of the BSAs containing it which can lead to erratic results.  This means you should not attempt to put replacements for vanilla game files in a plugin specific BSA file, but instead leave them as "loose" files.
  
 
According to the GECKWiki page on [http://geckwiki.com/index.php?title=BSA_Files BSA Files], <span style="color: red;
 
According to the GECKWiki page on [http://geckwiki.com/index.php?title=BSA_Files BSA Files], <span style="color: red;
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# Compression in the BSA: Please see that section of the "BSAs and You" thread linked above.
 
# Compression in the BSA: Please see that section of the "BSAs and You" thread linked above.
 
# You may want to compare folder contents between the original mod distributed files folders and the ones you are packing into a BSA.  For comparing folders, suggest [http://winmerge.org/?lang=en WinMerge].  It can compare both files and folders.
 
# You may want to compare folder contents between the original mod distributed files folders and the ones you are packing into a BSA.  For comparing folders, suggest [http://winmerge.org/?lang=en WinMerge].  It can compare both files and folders.
# Testing your BSA files will require adding the ESP to the "load order", toggling "ArchiveInvalidadtion", and exercising the game as appropriate to ensure the assets are loaded.  Using a "new game" for testing purposes is recommended.
+
# Testing your BSA files will require adding the ESP to the "load order", toggling "ArchiveInvalidadtion", and exercising the game as appropriate to ensure the assets are loaded.  Using a "new game" for testing purposes is highly recommended.
 
</div>
 
</div>
  
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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]] ===

Revision as of 16:42, 2 May 2021


Contents