Absolut noob question

Post » Sun May 08, 2011 2:34 pm

Hi all, I'm a first timer at mods for this engine...

I want to start on building a quest mod, (I have a 90% finished story/script written) and couldn't find this in search:

1: should I uninstall mods like fellout and a couple of others, or will disabling them in FOMM work? (or do I need to do anything at all?)

2: Do I need to load any particular saved game to minimize chances of interference from completed quests, etc? I'm assuming loading in a game from before I installed mods or even installed the FOMM would be safest.
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SexyPimpAss
 
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Post » Sun May 08, 2011 7:15 pm

No and No. :)

When you save your mod in the GECK, it will be saved at it's own filename. Because the date of the mod file will be today, it will thus be Newer than the other files - and as such will appear Last in your list of mods in FOMM. :) Just load up FOMM, check your mod file and launch away. No reason to take the other mods out, you won't see any of those mods in the GECK as they wont be masters of your mod file (only Fallout3.esm will be).

You should be good to go. :)

Cheers,

Kris
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steve brewin
 
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Post » Sun May 08, 2011 6:57 pm

Thanks, Kris

--James
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SamanthaLove
 
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Post » Mon May 09, 2011 1:40 am

Hi again, all you lovely modders,

Ok, another one that I couldn't find in the GECK: I'm doing the "make a vault tutorial" from FO3, just trying to move kit pieces around, and I'm finding them to be very hard to grip and move with my mouse. Impossible, even, or unreliable enough to be extremely tedious.

Totally hit or miss whether they'll move, very unlikely that they'll rotate, and difficult to reliably select them, or to keep them selected when I try to move them.

Any thoughts on settings or adjustments to make this better?

Thanks!
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Isaac Saetern
 
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Post » Mon May 09, 2011 2:22 am

Unfortunately that's the way it is. With practice it gets a little easier. Watch the cursor shape to tell if an object is selected. Use the right hand side panel of the cell window (which lists the objects in the cell) to select. Use "t" in the render window, with an object selected, to zoom to a top view of that object. When moving an object, hold down the x, y or z keys to limit movement to that axis. If an object is placed far above the ground, use "f" in the render window to make it fall to the ground. Those are some shortcuts which I have found helpful, but it is still kind of a pain.
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Olga Xx
 
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Post » Sun May 08, 2011 4:20 pm

Thanks, David. My first try at this.

-James
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Cccurly
 
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Post » Sun May 08, 2011 3:55 pm

you can also turn on the snap-to-grid option, i asume the gecknv has one
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mimi_lys
 
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Post » Sun May 08, 2011 8:24 pm

you can also turn on the snap-to-grid option, i asume the gecknv has one


Thanks, Samiel, yeah, it definitely does. There seems to be a trick (with my rig, anyway) of clicking once on a kit piece, then clicking it again to get the little 4-way arrow to appear. I'm getting used to it, and got a lot of neat stuff built already.

I've been keeping up with the Wolfire guys on their blog about developing Overgrowth, and the mod-building stuff they're making looks so user-friendly it's laughable. It's all next-gen easy to manipulate, and now I've dipped a toe in the oldschool, I get why they went to all the trouble.

http://www.youtube.com/watch?v=FuMwR5Ky9B0&feature=related, for a laugh for FO3/NV GECK users.

That building thing was from a few months ago; http://www.wolfire.com/.

But OG is months away, and my story is written for the Fallout world, so awaaaay we go!
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Miss Hayley
 
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