Any word on a G.E.C.K. patch?

Post » Fri May 13, 2011 12:07 pm

Has Obsidian or Bethesda said anything about a patch for the GECK? There are so many things horribly wrong with it that build up to make level design and worldbuilding a HUGE hassel sometimes. I would love it if they patched it and tried to fix this issues. I joined on after the Fo3 geck was already patched to the latest version, so I don't know how long it took them, but I think 3 months is enough. I can't imagine they built the game with these bugs, so what happened? Did they try to cut down the geck for public release (which is to be expected of course, and I don't mind that) and accidently broke a bunch of stuff in the process?
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Jessie Butterfield
 
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Post » Fri May 13, 2011 8:08 am

What's wrong with the G.E.C.K. ? (I'm a PS3 user, so I can't use it.)
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Tracy Byworth
 
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Post » Fri May 13, 2011 1:36 pm

Oh man. A whole slew of things. Some minor, some major. Albeit none of them ultimately stop you from finishing any mod you could in the Fo3 geck, they sure muck up the process. (the ones with a * do have a temporary solution, but an actual fix would be nice) A few examples are:

- *They didn't include a dictionary, so none of your dialog is checked and you have to implement the dictionary from Fo3, this is hard if you don't own Fo3.
- *The multibounds in interior cells (the things that tell the game to not load rooms you cannot see, to improve performace) effectively hide the entire cell from view, you have to move them or delete them to see things. Then go back in using FNVEdit and delete the records of them being moved or deleted.
- *Lights do not update in realtime. Normally you should be able to move around a light object, and see how it affects the world around it in realtime, allowing you to easily place lights with the exact lighting/affect you want. To see light changes you must re-render the cell, which depending on the cell size and your computer power, can take anywhere from 5-45 seconds. Its incredibly annoying.
- Scripts do not have an error system. In FO3Geck, if you have an error in your script, and tried to save, it would say, "Error! This is wrong with your script". However, in the NVgeck, it gives the appearance it has saved, and shows no error message, and you have to wait until later when you try to find your script to find it didnt actually save. You also have to manually read through the script to find the error yourself. This can be very troublesome if you are not an experienced scripter, and arent entirely familiar with the functions you used.

Those are just 4 I can think up off the top of my head, somewhat in order of seriousness. There are many other bugs with it, that are just very annoying. If they patched the GECK and fixed all of them, it would once again be the fantastic tool we all experienced modding FO3. But in its currently state, it takes a small chunk of the fun out of modding, because it adds unnecessary hardship on the modder.

I'm hoping someone can give me info on if they plan on doing this, or if they read this and think, "Hey we should do that!" that would be fantastic!
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Sarah Evason
 
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Post » Fri May 13, 2011 5:07 am

For the multibounds, look for "bShowMultibounds=1" in the GECKPrefs.ini and set it to 0. Why it was set to 1 is anyone's guess.

For script error checking, download http://www.newvegasnexus.com/downloads/file.php?id=36290. It's a DLL injector like Script Extender, and it re-enables error checking for scripts.... as well as a lot of other disabled error checking. It does other things that I can't recall off the top of my head. Read the readme for more details. And it works with NVSE's Editor mode too.

Can't help with the lights. The best I can say is enable the light boundary markers for at least some idea as to where they're going.
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Sarah Bishop
 
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Post » Fri May 13, 2011 5:33 pm

For the multibounds, look for "bShowMultibounds=1" in the GECKPrefs.ini and set it to 0. Why it was set to 1 is anyone's guess.

For script error checking, download http://www.newvegasnexus.com/downloads/file.php?id=36290. It's a DLL injector like Script Extender, and it re-enables error checking for scripts.... as well as a lot of other disabled error checking. It does other things that I can't recall off the top of my head. Read the readme for more details. And it works with NVSE's Editor mode too.

Can't help with the lights. The best I can say is enable the light boundary markers for at least some idea as to where they're going.

Alright, while the .ini is an easy fix, the errors requires a third party program. This would be bad for any modder un-aware of them (obviously) and it would just be cool if they were to patch the geck for us. Can anyone tell me how long it was before they patched the FO3 geck and how many times they did? like I said, I wasn't an avid G.E.C.K.er (if you will) until about a year after release, and it was already all fixed and patched up.
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Elisabete Gaspar
 
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