Is the old G.E.C.K. tutorial still good for the FONV GECK?

Post » Fri May 27, 2011 4:12 am

Title says it all. Does the old geck tutorial still work with this geck?
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Tyrone Haywood
 
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Post » Fri May 27, 2011 3:51 pm

I been wondering that myself.
Haven't readup on the Fallout 3 GECK tutorial since well.. they said the versions are not compatible.
Assuming they differ quite abit then.
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amhain
 
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Post » Fri May 27, 2011 10:24 am

They don't differ much. You simply can't open files from one in the other- they're not built for backwards compatibility.
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Andrew Tarango
 
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Post » Fri May 27, 2011 12:39 am

As far as the basics, (item placement, loading and saving, camera movement, etc) I think its all pretty much the same. So yea, I think its safe to say you could use the old V74 tutorial for it. Just some of the items it asks you to use, may or may not be present in NV thats all.
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JaNnatul Naimah
 
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Post » Fri May 27, 2011 2:52 pm

They don't differ much. You simply can't open files from one in the other- they're not built for backwards compatibility.
I've been retrofitting all sorts of stuff, actually. One can indeed open any v.94 plugin with the NV GECK provided the master dependencies are met. Upon saving, the NV GECK will automatically A) update the plugin to v1.32 and B) will automatically update any records in the active file as needed. Every form type ends up editable in the GECK and, so far, everything seems to work in game. http://http://www.gamesas.com/index.php?/topic/1129874-falloutnv-and-geck/, it's a one way street though from DC to Vegas.

Definitely makes porting script intensive mods easier, but there might be an 'i' to dot here and a 't' to cross there before the retrofitted plugin is in shape.
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I’m my own
 
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Post » Fri May 27, 2011 1:22 pm

I've been retrofitting all sorts of stuff, actually. One can indeed open any v.94 plugin with the NV GECK provided the master dependencies are met. Upon saving, the NV GECK will automatically A) update the plugin to v1.32 and B) will automatically update any records in the active file as needed. Every form type ends up editable in the GECK and, so far, everything seems to work in game. http://http://www.gamesas.com/index.php?/topic/1129874-falloutnv-and-geck/, it's a one way street though from DC to Vegas.

Definitely makes porting script intensive mods easier, but there might be an 'i' to dot here and a 't' to cross there before the retrofitted plugin is in shape.

This is good news, indeed.
Thanks for pointing it out!

Edit:
Oh, this seems a good thread to ask in...
Are there any plans on how the GECK Wiki is going to play out?

Are new functions just going to be added to the present Wiki and flagged as being NV specific, or is there going to be a whole new NV:GECK Wiki with a bunch of links back to the FO3:GECK Wiki (as in the same way the FO3:GECK Wiki has 1,001 links to the Oblivion:CS Wiki)?
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joannARRGH
 
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