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

Post » Thu May 26, 2011 8:10 pm

Sounds pretty promising. I was going to do a *real* FO3 mod instead of stuff I just use personally, but thought - why devote the time to it?

Already got an idea though that will work fine in NV though ~
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IM NOT EASY
 
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Post » Thu May 26, 2011 9:29 pm

*cracks knuckles*

Now I just gotta wait for my copy to finish downloading. I hope I don't kick myself in the rear for buying a digital copy this time. If so, I guess I deserve it for being too lazy to run to Target to get my copy.

Seeing that a version of FOSE (NVSE?) is possible. Then seeing some of the goodies that are built-in now I see a couple of sleepless nights ahead of me ;)
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Jesus Lopez
 
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Post » Fri May 27, 2011 12:01 am

When I try to install it I get this error:

"This application has failed to start because libvorbisfile.dll was not found. Re-installing the application may fix this problem."

I have deleted, re-downloaded and attempted to re-install about 4 times now. All with the exact same results. So am I doing something wrong or is my slow net screwing up my DL's and losing some info?
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Josh Lozier
 
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Post » Fri May 27, 2011 8:32 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.


Both are the same, the only difference is whether you download it or not. If I could get a non-steam version I'd be all over it in about 8 seconds. The DVD version also installs to the same path, and configs as any other steam game. And I'm not a fan of using NTFS junctions to link files/directories and so on :)

Anywho I've been playing with the geck for the last 4hrs, lots of 'fun' stuff to work with anyway, so I'll echo what was said earlier. If I'm not back in 3 days...ahhh forget it. :P

When I try to install it I get this error:

"This application has failed to start because libvorbisfile.dll was not found. Re-installing the application may fix this problem."

I have deleted, re-downloaded and attempted to re-install about 4 times now. All with the exact same results. So am I doing something wrong or is my slow net screwing up my DL's and losing some info?


The GECK must be in the FONV folder. Generally *Steam\SteamApps\common\fallout new vegas\ otherwise it won't start.
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Julie Serebrekoff
 
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Post » Thu May 26, 2011 8:02 pm

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.


A nv G.E.C.K tutorial would help a lot of us newb modders :)
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naomi
 
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Post » Thu May 26, 2011 7:44 pm

Oh man, Miaximus, when I finish my current mod, I'll look forward to you to help me get used to this one so I can quickly jump in. :D I can barely contain my excitement to play NV, Mod NV, and finish my damn Fo3 mod. :P
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Dark Mogul
 
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Post » Thu May 26, 2011 8:48 pm

Haha! Yes. Now I can re-boot my old vault design for New Vegas. Since it was about six months away I decided to put the mod in the cooler
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Nathan Barker
 
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Post » Fri May 27, 2011 12:00 am

Oh man, Miaximus, when I finish my current mod, I'll look forward to you to help me get used to this one so I can quickly jump in. :D I can barely contain my excitement to play NV, Mod NV, and finish my damn Fo3 mod. :P


Nods - its tougher as I put myself in a crappy situation. The best contribution I could make to the community is to write tutorial after tutorial and help to document All of the major tools that we use in our modding kits as that's one of the things I do professionally in my work. I would love to write extensive tutorials for the GECK, NifSkope/Niftools, FOMM and OBSE/NVSE and could realistically have all of the tutorials done and in play within 6-9 months (including game time) if I committed myself to that path. The problem is that I've spent 20 months making a DLC-sized mod that is still only ~50% complete, and its something that I've poured myself into heart-and-soul into. I may try to strike a balance again between modding Skyhaven and making tutorials after the FNV game is played-out, just as I did last year with Fo3Edit's tutorial, but thats slow going and still leaves me with behind on my own mod work.

I know what I _should_ do, I just have to summon the courage to do it and get myself on a better, more worthy path of contribution to the community. Perhaps some Nevada air will clense the mind and make things more clear.

Miax
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Jynx Anthropic
 
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Post » Thu May 26, 2011 9:41 pm

Any info on the weapons window? Better animation control? Mod kits?
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Nienna garcia
 
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Post » Fri May 27, 2011 1:22 am

You Know about 90% of that stuff your prattling off on are not new features as most existed in FO3 and some even existed in Oblivion, it just seems you were not as familiar with the FO3 CS as you thought. The AI PAckages are Identical as are the Flags present -> messages had Conditions in FO3 -> pretty much everything you listed as new is not new.

Nods - its tougher as I put myself in a crappy situation. The best contribution I could make to the community is to write tutorial after tutorial and help to document All of the major tools that we use in our modding kits as that's one of the things I do professionally in my work. I would love to write extensive tutorials for the GECK, NifSkope/Niftools, FOMM and OBSE/NVSE and could realistically have all of the tutorials done and in play within 6-9 months (including game time) if I committed myself to that path. The problem is that I've spent 20 months making a DLC-sized mod that is still only ~50% complete, and its something that I've poured myself into heart-and-soul into. I may try to strike a balance again between modding Skyhaven and making tutorials after the FNV game is played-out, just as I did last year with Fo3Edit's tutorial, but thats slow going and still leaves me with behind on my own mod work.

I know what I _should_ do, I just have to summon the courage to do it and get myself on a better, more worthy path of contribution to the community. Perhaps some Nevada air will clense the mind and make things more clear.

Miax


Also the FONV CS is able to update FO3.esp's to NV.esp's just load it up and resave it... Fairly common practice for a moving target game like NV was during development to have the CS used to be able to auto update files.
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Brandi Norton
 
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Post » Thu May 26, 2011 9:43 pm

Saidenstorm got there before me, but...
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
That's all basically a non-issue, as class/combat style are created in the GECK and take almost no time to do so. Obsidian have just added a bunch of their own.
- AI Data is changed, there is a Responsibility option now, bunch of moods and "Aggro Radius Behavior?" Not familiar with that.
Responsibility was in Oblivion, if >gamesetting minimum actors wouldn't report crime by friendlies. Aggro radius was in FO3, the actor will aggro on any neutrals who enter that radius.

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

Not one of those was new. Useweapon is old and pretty crap as we can't specify target references on the fly, and actors using it don't fire on the move.
E: Oh, and creatures without crouch anims using a "Crouch to reload" package could never reload. Wonder if they've fixed that.
Lots of new Flags in the Flags Tab, over 30 now. HeadTracking Off?!
Pretty sure that was in FO3.

- 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.
No, that's entirely wrong. Those control who owns it. If a faction rank is specified, anyone in that faction of that rank or above can use it.

- New Armor Affect List tab - Allows specification of Unarmed Attacks and specific animations.
That's all old. It's the actor effect tab. It's where you put abilities, and the unarmed ench/anim doesn't restrict or specify anything- if they use that particular anim, then it applies that particular actor affect. For example,Glowing Ones have an ability that's 'self: place radioactive burst' set as their attackBackPower.

Wow, looks like definite upgrades and things to explore. I need to write a manual about this one day.
There's plenty of upgrades, you've just neatly sidestepped around them all. Like SaidenStorm says, you should probably get more familiar with it before you actually write a manual.

Now this...
Also the FONV CS is able to update FO3.esp's to NV.esp's just load it up and resave it... Fairly common practice for a moving target game like NV was during development to have the CS used to be able to auto update files.

...this is something interesting. That will save a heck of a lot of time and effort.
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Alyce Argabright
 
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Post » Fri May 27, 2011 6:24 am

The aggro radius is definitely used more, however. Animals seem to not attack you on sight, instead only when you get too close or perform an aggressive action around them... they still do show as red in the game UI, however.
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Ysabelle
 
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Post » Fri May 27, 2011 3:44 am

You Know about 90% of that stuff your prattling off on are not new features as most existed in FO3 and some even existed in Oblivion, it just seems you were not as familiar with the FO3 CS as you thought. The AI PAckages are Identical as are the Flags present -> messages had Conditions in FO3 -> pretty much everything you listed as new is not new.

Wow.. thank you? I never claimed to be a master of the GECK, in fact I consider myself still New to the Bethesda CS. I was just noticing things I had not noticed before and was very excited on launch day. I apologize if my errors offended you, I am an imperfect human being.

Also the FONV CS is able to update FO3.esp's to NV.esp's just load it up and resave it... Fairly common practice for a moving target game like NV was during development to have the CS used to be able to auto update files.

Thank you. :) I'll try that out.

Edit: No dice, this must work only for specific types of mods that you work on.

@TalkieToaster:
There's plenty of upgrades, you've just neatly sidestepped around them all. Like SaidenStorm says, you should probably get more familiar with it before you actually write a manual.

/rant on/
No, sorry I won't wait around if that day comes - not unless some of You experts beat me to the punch.

The cold hard facts are this: None of YOU have written a GECK manual, and the community Badly needs one just as they Badly needed a manual for Fo3Edit/TESEdit that had never been done. And guess what Talkie? I didn't know _anything_ about Fo3Edit when I started writing the manual - Nothing, Zero, Zip, Nada - I was new to the tool. Within Two Months I produced a manual for that tool that was not 100% accurate, but was so well received by the "masses" (us newbies) that it has almost 160 endorsemants and 20,000 downloads. Would you say thats "okay" for a "newbie" that doesn't know the tool? Or was it better to leave us all in ignorance because I wasn't "qualified" to write a manual? :)

My second point then is this: Writing manuals and documentation has Nothing to do with base knowledge about an application and Everything to do with the technical writer doing the work. Writing manuals for things is one of the ways in which I learn how to do things, and I enjoy that because it has a very positive impact on the community. Also its the only thing of note that I can contribute right now.

So no, I will not "wait" until one of you elite's deems me sufficiently knowledgable to make a GECK manual UNLESS you apply some of that vast knowledge and write one yourself - OR (gasp) send me materials so that I can get it right in the manual I do write.

/rant off/

Now, as I have clearly irritated both SaidenStorm and TalkieToaster with my in-nacurate reports about the new GECK on Game Day, I do here formally Apologize to the community for my ignorance. I was not around in the Oblivion days, and I am still learning the GECK and clearly have alot to learn. After looking it over again much of what I write on was correct though there were some glaring errors as Talkie has pointed out at-depth to help correct the record. I thank him for this, and can only defend myself in the respect that it was game-day, I was tired and over-excited. What can I say, I bleed Fallout. I will do my best to do better in the future and not irritate people.

Miax
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lillian luna
 
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Post » Fri May 27, 2011 2:24 am

Also the FONV CS is able to update FO3.esp's to NV.esp's just load it up and resave it... Fairly common practice for a moving target game like NV was during development to have the CS used to be able to auto update files.


No this is not correct after all, you must be trying to load simple mods that add your animations and such. Try doing this with a mod that has quests in it.

The GECK crashes when I try to load a Fallout3 mod into the NV-GECK. When I try to load it into NVEdit, I see Massive amounts of errors regarding Quest records (you probably don't deal with any of these), and alot of stuff I can't recognize (again, that newbie modder thing).

I suspected there was more to it than that, as did a few others who and they seem to think its possible. I'll continue to patiently hold out hope. :)
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Alexxxxxx
 
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Post » Fri May 27, 2011 1:13 am

@Saidenstorm - You cannot load Fo3 mods in the NV geck, Obsidian said that themselves. So either it only works with a basic esp with like 2 things in it, not including complex things like quests, or npc's, or you have just said that without trying.

@ Everyone - Lay off Miaximus. He is just incredibly excited to get started with the NV Geck as most of us are. Is there any harm in him listing the features, be them new or old? Someone who has never used the geck before could look at this and learn quite a bit just by reading all the posts in this topic. Its somewhat like a tutorial topic, on random chunks of the geck. But could be helpful nonetheless.
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Amanda savory
 
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