Starting GECK with NVSE?

Post » Fri May 13, 2011 11:28 pm

How do i start the GECK with NVSE so i can edit a mod (.esp) that is depending on NVSE??
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JESSE
 
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Post » Fri May 13, 2011 3:49 pm

What is NVSE? I assume NV is New Vegas, but SE?

And to start GECK, download it from the site, un-rar / un-zip the contents to your FNV main folder, not the data folder, the base install folder.

Open GECK up, select File > Data then select the .ESM's (For now, just the main.esm should do.) that you need / want to edit with.

If you didn't already know, the ESM has all the objects, sound, lights etc inside of it.

If you want to create one, don't select one, then start creating world spaces and save it for later.

Then select the .esp you want to edit then set it as your active file.

You need to follow these steps each time you restart GECK, except for the installation of course.

You'll know whats apart of the mod because it will have an * (asterisk) next to it.


Edit: I realize most of this you might already know, just covering all the bases.
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Ashley Hill
 
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Post » Fri May 13, 2011 1:12 pm

I know how to start the GECK in the usual way :wink:


NVSE = New Vegas Script Extender

What i am asking is how do i start the GECK with NVSE so i can edit .esp's that is depending on NVSE.
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Angus Poole
 
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Post » Fri May 13, 2011 9:22 pm

What i am asking is how do i start the GECK with NVSE so i can edit .esp's that is depending on NVSE.


I haven't used NVSE but I don't imagine that's its extremely hard. Have you tried loading NVSE with your mod set to active? As far as I know / googled, It's just a list of normally unusable script commands that NVSE translates. (I could be wrong).

So either you load it as well when you start on your mod, or you simply use the scripts that NVSE utilizes and NVSE will pick it up in game.


If I am way off base, someone correct me, just trying to generate thoughts ><
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jenny goodwin
 
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Post » Fri May 13, 2011 9:01 pm

What i want to do is to edit an .esp in the GECK, that .esp is dependant on NVSE. If i load the GECK without NVSE and make my changes and save, all NVSE scripts is gone. NVSE has no option in it self to start the GECK, that is why i am asking how to do it :wink:

EDIT: I have made my changes in the .esp with FNVEdit, but still it whould be nice to know how to start the GECK with NVSE :)
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Stephy Beck
 
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Post » Fri May 13, 2011 5:55 pm

What i want to do is to edit an .esp in the GECK, that .esp is dependant on NVSE. If i load the GECK without NVSE and make my changes and save, all NVSE scripts is gone. NVSE has no option in it self to start the GECK, that is why i am asking how to do it :wink:



Hm, well google doesn't help, and I am NVSE retardant, so I'm just plainly the wrong one to answer these XD

The only thing I can think of (mind you still nooby) is that are you using the most recent version? From what I read, Pirated copies have an issue with using NVSE, though I am fairly certain that's only in-game though and not GECK related.

It seems odd though that you wouldn't be able to just put in random gibberish, or in the case a NVSE script, be able to run the game and get an error or CTD, now obviously that wouldn't be the case with NVSE installed, but GECK wouldn't know the damn difference.

I'll also keep searching google.


Edit: Found this in the documentation, don't know if its of help or not but here it is:

* How do I write a plugin for NVSE?
- See PluginAPI.h in the source distribution. The plugin system is very similar to FOSE and OBSE, however to keep in step with Bethesda, we have upgraded to VS2008. Example plugin project may be coming at some point when I get around to it.

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Misty lt
 
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Post » Sat May 14, 2011 2:07 am

That file only contains a script, no info what so ever how to start GECK with NVSE....but thanks anyway for your try to help.
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CHangohh BOyy
 
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Post » Fri May 13, 2011 6:00 pm

That file only contains a script, no info what so ever how to start GECK with NVSE....but thanks anyway for your try to help.


The documentation then is very misleading! haha
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sharon
 
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Post » Sat May 14, 2011 12:18 am

I know, and the readme that comes with NVSE don't make you any smarter eather...hehehehe.
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Soraya Davy
 
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Post » Fri May 13, 2011 5:26 pm

From post #1 of the http://www.gamesas.com/index.php?/topic/1146021-beta-new-vegas-script-extender-nvse-v1/ in the MODs forum:

Scripts written with these new commands must be created via the G.E.C.K. after it is launched via nvse_loader. Open a command prompt window,
navigate to your NV install directory, and type "nvse_loader -editor". Alternately you can create a shortcut to nvse_loader.exe, open the properties window
and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try.
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Luis Longoria
 
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Post » Fri May 13, 2011 11:26 am

Thanks zBobG :foodndrink:
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Dina Boudreau
 
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Post » Fri May 13, 2011 12:02 pm

Yes, thank you. Now I know too in case I need it.
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Irmacuba
 
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