New Vegas G.E.C.K. released!

Post » Fri May 27, 2011 9:37 am

Screw it, in three days I'm diving straight in after you, they can come and get us both :)

No worry I got my "life preserver" ready but I have to wait a few days too before I can come to rescue all. ;)
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Mark Churchman
 
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Post » Fri May 27, 2011 5:25 am

Navmesh looks similar to before inside the interface, but there is a "Check Worldspace for Finalize" that I think is new... I don't recall seeing that before.

Preferences section appears to be the same.

Wow.. in the new Conversation editor under the conditions section, there are three neat Condition Functions we can call; GetReputation, GetReputationPct and GetReputationThreshold. There are alot of Condition Functions I never saw before - wow! Okay I think I'm already starting to get the hang of this new conversation editor - I feel my mouth salivating like a bell just rang somewhere.

Also of note: If you have the NV GECK open, you cannot open the Fallout3 GECK at the same time (even though they are installed in different directories). I'll keep trying this, but it appears that the existing block on running the GECK twice is still in play.
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Cartoon
 
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Post » Fri May 27, 2011 12:42 am

You could run the GECK twice. There was an .ini setting called AllowMultipleEditors.
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adam holden
 
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Post » Fri May 27, 2011 10:16 am

Okay big news for me: They have fixed/improved our ability to Resize the render window. Before (if you had a cell loaded) it would often crash when trying to resize. Now I can resize it all over the place smoothly - noice!

Interesting! Just loaded-up Freesize (because I've already been there so I'm not spoiling anything for myself - not going to load something I havn't played yet).

There are Audio Markers now - and they have concentric rings (probably volume a different radii from the marker?). Either I am blind or this is totally new, its window has some neat features. It actually lets you select a NIF file of all things, and also you can select a "Passthrough Sound" from a list. Wow, must explore this more later.

Doh - Thanks Harmy! I didn't know that. :|
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Hannah Whitlock
 
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Post » Fri May 27, 2011 11:04 am

I see Obsidian exercises good level-design practices, I see lots of SCOLs in Freeside. :)
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Adam
 
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Post » Thu May 26, 2011 11:14 pm

I changed the timescale to 12. So yeah. Very minor. :P

Scratch that, I suppose. My mod will work with new games, but not existing save games.

Any of you modding veterans have any idea on how to get the timescale change to apply to a current save game? :confused:

Sorry for my ignorance, I'm new.
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Alexandra Ryan
 
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Post » Fri May 27, 2011 3:02 am

WOW - Even the Statics now have "Passthrough Sounds".. What the...

I feel like I'm tweeting, I'll shut up and compile a bigger response next time. This is all very overwhelming.
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LijLuva
 
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Post » Thu May 26, 2011 11:27 pm

Doh - Thanks Harmy! I didn't know that. :|


Just my part to help get this thing on the ground :)
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Jonathan Windmon
 
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Post » Fri May 27, 2011 7:09 am

I'm gonna havta say my goodbyes to CD, cuz they ain't seeing me down in the basemant fer a spell, ah reckon :)

@Mashiki
Hard copy version vs digital download direct from steam. The hard copy still needs to be verified through steam though.
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Ebony Lawson
 
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Post » Fri May 27, 2011 4:12 am

I assume this version won't work with the Steam download version of New Vegas?

There's a non-steam version of NV? Point me in that direction.
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Logan Greenwood
 
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Post » Fri May 27, 2011 9:39 am

Sweet, thanks for the quick release!

And please, do continue telling us about the cool new features people. :P
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Unstoppable Judge
 
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Post » Fri May 27, 2011 10:27 am

Hurrah for the GECK.

It's also worth noting that it should be up on Steam sometime... hopefully this week
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 6:43 am

Sweet, thanks for the quick release!

And please, do continue telling us about the cool new features people. :P

not to mention keeping us dutchies from going bug ass crazy between now and Friday :)


I don't think I've typed the word Friday so often.

First time since my last deployment that I've been waiting for the weekend so much -I rotated back on a weekend, took me three days on a C-130 to get home but still... :)
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Kevan Olson
 
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Post » Fri May 27, 2011 6:17 am

not to mention keeping us dutchies from going bug ass crazy between now and Friday :)


Indeed! Can't wait to get back to modding again :)
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jessica sonny
 
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Post » Fri May 27, 2011 8:33 am

Thank you Beth for releasing the GECK so quickly after the game was released!! Can't wait. :)
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HARDHEAD
 
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Post » Fri May 27, 2011 8:25 am

Another WOW - I couldn't help myself.

NPC's now have a "Merchant Container" tab that makes setting up shop a snap. Not only that but the option is set on the Dynamic reference to an NPC, not the base form, so this is telling us that we can assign merchant containers to non-persistent actors?!? I must learn more..

Oh my this is so nice, honey for the mind. I have to say that Obsidian really did add/have added some KICK-BUTT features in this GECK, its much more than some minor upgrade!!



And let me be Very clear about something while I'm ranting-on and only a few peeps are watching:

I had NO idea that Bethesda was so deeply involved in the development and production of New Vegas until about 48 hours ago when the real info started coming out, credits started rolling and such (and I have been a Falluot really devoted fan all along the devel of Vegas, watching every scrap of info). I think no one played-up their role in this at all until the end. Up unto that point Bethesda was the producer yeah, but we only Really knew that QA was helping out and that some voice acting was done by Bethesda peeps - but never the depth that we're seeing.

Why say all that? Because I've been Full of Obsidian love for months now over the making of this game, and now realize that my praise was one-sided and missing an important half. I truely am grateful to BOTH companies equally today - I wouldn't know how to separate them in this effort now. Its like thinking about Mom and Dad - both are responsible for wonderful things, and I love them equally. :)

Back to GECKulations.
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Abi Emily
 
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Post » Fri May 27, 2011 10:17 am

NPC's now have a "Merchant Container" tab that makes setting up shop a snap.


Can multiple merchants share a container?
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Tamara Primo
 
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Post » Thu May 26, 2011 11:44 pm

Can multiple merchants share a container?


I do believe so yes, as its like a door reference - you get to "Select Reference in Render Window" for the Merchants Container. Can't see a reason why more than one NPC couldn't link to it like any persistent reference. I think as long as the container itself is persistent, then the actors referencing it as a merchant can be dynamic - IF I'm reading this right. Still too early to be sure and I'm on 2 hours sleep in 2 days - so please forgive me if I am over-emotional and under-accurate on some of this..
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Kelly Tomlinson
 
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Post » Thu May 26, 2011 8:05 pm

OK I'm having trouble with the geck, which is weird because I never had trouble with the fallout 3 version. The download page has fallout 3 bolded and italicized, so I assume that it is the wrong one. Steam is also is unhelpful as the tools section wields no download for the geck. I also uninstalled the geck form my computer and re-installed it in the new vegas folder but it failed to load the esm, and the update failed because it couldn't load the old file or something. Any help? I would really like to port over mods as soon as possible.
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Sarah Edmunds
 
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Post » Fri May 27, 2011 12:06 am

Lets go over the NPC stuff a moment:

Starting with base tab:

- Traits tab looks the same, but there are more Combat Styles now - seems like a wild variety. The Class tab is also chocked Full of different class options, Wowsers! Need to explore this later. Also there are at least 12 male voice types now (lol!) - just a few more?! Heheh

- Stats tab seems modified some, there are more globals there now - rest looks similar from before.

- Faction tab is just a list of what factions, no user input accepted here.

- AI Data is changed, there is a Responsibility option now, bunch of moods and "Aggro Radius Behavior?" Not familiar with that.

- AI Packages - Hold the Phone - this is crazy kool, digging in as I think some of this is new:

When creating new AI packages I get the following Package Types:

Follow
Guard
Patrol
Sandbox
Sleep
Travel
Use Item At
Use Weapon - Gives me options to set the Fire Rate, shots per volley, pauses between shots, Fire count, etc - Massive control, looks like we can precisely control NPC weapon fire for specific situations now.
Wander

Lots of new Flags in the Flags Tab, over 30 now. HeadTracking Off?!

The conditions tab looks the same as does schedule, full options to control both.

The Begin/End/Change script windows are stll there - Good deal.

Idles tab is there, with options to use specific idles - tons of Goodness to explore here.

--- back to NPCs

- Inventory - Now each item an NPC has can have an Owner, Faction, Global Variable and Required Rank - WOW. This must be how they are controlling faction changes when player dawns faction-specific armors.

- New Armor Affect List tab - Allows specification of Unarmed Attacks and specific animations.

- Face Control and Head Parts all looks the same, as does Destruction Data - all still there.

Wow, looks like definite upgrades and things to explore. I need to write a manual about this one day.
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DarkGypsy
 
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Post » Fri May 27, 2011 10:02 am

Oooo a "Validate Room / Portal Alignment" options - YES! Happy with this.

I can't seem to find the crafting interface anywhere...
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 3:50 am

Disregard my post. The site was updated.
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Luis Reyma
 
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Post » Fri May 27, 2011 10:17 am

Activation Text Overrides

* Ability to change a default message like “Activate Door” to “Open Door”

Anyone has an idea how that works?
By script commands? :huh:
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Bambi
 
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Post » Fri May 27, 2011 12:35 am

Anyone has an idea how that works?
By script commands? :huh:


Well, under the Messages tab for each message there is a new "Item Conditions" box that can have multiple conditions in it for the message. Need to explore this more, but it may be contained in that and/or in a script command as you suspect.
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Connor Wing
 
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Post » Fri May 27, 2011 6:30 am

It's here! Praise Satan! Hellelujah!
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latrina
 
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