Fallout New Vegas

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PurplePigeon

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hlp

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About this mod

Update of the original mod for Geck 1.1 by PurplePigeon
A set of unofficial patches for the G.E.C.K., which fixes bugs and adds new functions. ...

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Permissions and credits
Changelogs
The GECK 1.4 PowerUp for Fallout New Vegas -a fork from The G.E.C.K. PowerUp for Fallout: New Vegas

This is not my original mod, but an update to "The G.E.C.K. PowerUp for Fallout: New Vegas" by PurplePigeon (whose official site is The G.E.C.K. PowerUp for Fallout: New Vegas on Nexus).
Support for this version will be provided here and not in the original mod.
I think this respects the instructions presented in the included readme of the original mod.

Version 0.1.7.5 20140524 is released. This version preserves ONAM records in ESM

The stand alone version is similar in functionality to v0.1.3 beta, but compatible with GECK 1.4.
The NVSE version has the same functionality, but has been converted to a NVSE plugin, to simplify installation and upgrade compatibility.
NVSE version 2 beta 8 minimum (minimum version that supports G.E.C.K. 1.4).

Source code is available and included in the distribution.

NEW 2014 07 07 : Optional NVSE plugin for better control of messages[B]

[B]The following is the description from the original mod that is still relevant:


This is an unofficial patch for the GECK which fixes some issues and improves it.

Here are the improvements:

The G.E.C.K. PowerUp for Fallout: New Vegas

Version 0.1.7.5 has been released. Now with a hack to make room and portal markers visible and transparent.

  • Script compiler warnings will now be displayed. Scripts will no longer silently fail to compile.
  • Many other warnings were restored: in cell loader, in NavMesh checker, and so on, more than in 1000 places. [back for testing in 0.1.7.1 beta 1]
  • Adds a special Marker hack which makes RoomMarkers and PortalMarkers visible and transparent in the render window [since 0.1.3]. Unfortunately, cannot make them completely invisible as they should be, but it's better than having to move them all away just to see the cell.
  • You can now save scripts without compiling them (useful if you want to save your script and finish it later).
  • The spell checker can now be enabled and disabled at runtime.
  • Fixed the bug which caused the GECK to crash when user double-clicks on empty space in Form List Editor.
  • The "Edit" menu item in Form List editor will now work.
  • All MessageBox'es will now be in English, regardless of your system's language. This also means that "Cancel" will be replaced by "Yes to all" where intended by GECK developers. [since 0.1.2]
  • ESM are now activable and editable directly.
  • ESP used as masters will remain in the masters list.
  • ONAM records in ESM will be preserved. No guarantee new required ONAM will be added. When in doubts, use FNVEdit to update the ONAM records.


Solved issues:
No more crash loading AWorldOfPain(Preview).esm or SlaveTown - Episode II.esm

Known issues:
Editing FalloutNV.esm, a copy of FalloutNV.esm or Fallout3.esm locks the Geck. I suspect a memory issue. Trying a LLA version of Geck could be a possible solution if its memory related.


The PowerUp does not modify any files on the disk. It loads the GECK and applies all patches in RAM. It also does not
alter plugin files you create, they remain completely normal.

Source code is available and included in the distribution.


NVSE SUPPORT (no longer done this way, use the plugin)
New Vegas Script Extender (NVSE) is supported by PowerUp 0.1.1 with a special update. This update is not required if you don't use NVSE.

From 0.1.2 RC onward PowerUp has integrated support for NVSE.

I've tested NVSE 1.0 beta 1 and 1.0 beta 4, but it will most likely work with other versions as well.



COMPATIBILITY
GECK PowerUp supports GECK 1.4.0.518 (i.e. July 2011 release). You also should have the latest Fallout: New Vegas version, although it's not critical.

THIS DOES NOT WORK ANYMORE with the original version of GECK (1.1) nor with the version from April (1.3).

THIS WILL BE BROKEN BY ANY UPDATE TO THE GECK, but the recommended NVSE version won't load if the G.E.C.K version changes.

SPELL CHECKER TIP
Fallout: New Vegas GECK include a built-in spell checker but for some reason does not include a dictionary for it. You can use the one from Fallout 3 GECK instead.

If you have Fallout 3 GECK installed, simply copy the folder "lex" from your Fallout 3 folder into your New Vegas folder (assuming you didn't install GECKs somewhere else).

If you don't, download Fallout 3 GECK (http://download.zenimax.com/fallout/3/geck/Fallout3_GECK.exe), install it to any directory (but not into New Vegas directory) and do what is described above. You need neither Fallout 3 itself, nor update 1.5 for the GECK.

This advice is not directly related to PowerUp, it's just a tip for those who are new to NV/FO3 modding, so that they don't think the spell checker is entirely useless and disable it forever without a second thought.


INSTALLATION, RUNNING ETC.
Please consult the readme.


ANTIVIRUS ALERTS
Some paranoid antivirus software can detect geckpu.exe as a "Process Patcher", "Injector" or
"Invader". Yes, it does patch/"invade"/inject code into geck.exe, so please allow this activity.

On the other hand, it is possible that PowerUp gets infected with malware on your PC or somewhere
along the way, so if your antivirus says there is a known virus in it, you may want to perform
additional checks.


The GECK PowerUp for Fallout 3 is also available!



CHANGES

Optional plugin for better control of messages.

Changes in 0.1.7.5
ONAM records in ESM are preserved.

CHANGES IN 0.1.7.4
saving a plugin will no longer remove masters that are not flagged as ESM.
commented out message about "badly named" BSA at (008A393D).

CHANGES IN 0.1.7.3
fixes CTD while loading "AWorldOfPain(Preview).esm" or "SlaveTown - Episode II.esm" by commenting one error message (0065A6D3: invalid Z value on reference)

CHANGES IN 0.1.7.2
beta promoted to relesae due to absence of negative comments.

CHANGES IN 0.1.7.2 beta 2
  • ESM are now activable and editable directly.

    CHANGES IN 0.1.7.1 beta 1
    Test version with most warnings restored.

    CHANGES IN 0.1.6
    Added support for G.E.C.K 1.4

    CHANGES IN 0.1.4
    Release of 0.1.3 branch (identical to 0.1.3.2 beta 2 in functionality)
    Fix an issue when used with debug version of nvse.

    CHANGES IN 0.1.3.2 beta 2
    Workaround for the Weapon edition bug. Reports are deactivated at the moment.

    CHANGES IN 0.1.3 beta 2
    Added support for G.E.C.K 1.3
    WARNING: This version is bugged: CTD when editing weapons.

    All other changes refer to the original mod.

    CHANGES IN 0.1.3 beta

    Added Marker hack to display RoomMarkers and PortalMarkers


    CHANGES IN 0.1.2 RC2
    Version 0.1.2 has never reached the final release, Second Release Candidate
    is its final incarnation.


    Restored display of warnings in a multitude of places
    (Minor) Now all MessageBox'es will be in English, regardless of your system's locale
    NVSE support integrated


    CHANGES IN 0.1.1

    Fixed incompatibility with Windows XP.

    If some windows still don't appear, maybe your settings are corrupted. Try removing GECKPrefs.ini and GECKCustom.ini from My DocumentsMy GamesFalloutNV and restarting PowerUp.

    CREDITS:
    PurplePigeon for the original mod (whose official site is http://www.newvegasnexus.com/downloads/file.php?id=36290)
    ianpatt for converting the lib source to an NVSE plugin.

    Permissions:
    Original ownership and permissions on the parent mod from PurplePigeon still applies.
    All endorsements should be directed to him.
    Please refrain from redistributing beta version, to simplify support.