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Getting started creating mods using GECK
Overview
The following information is primarily taken from the Help starting out thread on the "Fallout New Vegas GECK and Modders" forum. The information is preserved here as an alternative to searching through back posts in that forum for commonly asked questions. Much of the information applies to "Fallout 3 (FO3)" as well, but the focus is on FNV.
This article provides a learning roadmap, a starting point and guide to progression; not a tutorial. Consider it a collection of suggestions and links to more detailed tutorials, articles, videos, and tools. Just from the "Table of Contents" you should get a reasonable idea of the learning curve ahead of you. Don't get discouraged. Tackle things one at a time. Just don't expect to learn everything quickly.
There is a lot of unique vocabulary related to creating mods in the following material, such as the distinction between "meshes", the 3D framework of objects (saved as Nif files); and "textures", the surface "skin" over the "mesh framework" (saved as DDS files). The Elder Scrolls Texture Guide (TESTG) site has a glossary and several pages devoted to explaining these to new mod creators and users. Rather than explaining them here, please reference that site when you need clarification. (This article does a lot of that: referral to other existing resources. Why reinvent the wheel?)
Programs and Tools
GECK Tools
- Garden of Eden Construction Kit (GECK) (freeware.) The official "game editor" for Fallout 3 and New Vegas. NOTE that when loading files, the one plugin you designate with the "Start as Active" button becomes the one that gets edited and saved when you exit the editor. ALL of the files loaded into the GECK at the same time will automatically become "master files" to the "active file" when it is saved. In particular to this regard, see the NAM files entry.
- GECK Extender NVSE Plugin. Project to extend GECK functionality and bug fixes. Compatible with all NVSE script extender plugins. (Do not use together with GECK Powerup (nor the Forked version), which it replaces.) Note the optional "Patcher" to make GECK 4GB aware and auto load NVSE is a separate file.
- GECK 1.4 Powerup NVSE Plugin. (Replaced by GECK Extender. Do not use both together.) Comes in a "standalone" version for the "vanilla" GECK functions, and one for GECK with NVSE functions. It fixes and improves some issues while providing the missing messages when the GECK compiler finds an error or warning, and lets you save a script without compiling it. Considered "essential" by experienced mod creators.
- There are now two wikis devoted to the GECK: the official one by Bethesda, which is not very well supported and a major pain to update (Five CAPCHAs per post!), and a Modding Community GECKWiki site with everything from the official one but actively updated by the modding community. While most links to the GECK wiki are to the official wiki, be sure to check out the Community one to see the latest info on your topic. Anything related to "Script Extenders" like NVSE or JIP LN NVSE functions will be more current on the Community GECKWiki site.
Image Tools
- Category:Tools on Nexus Mods wiki has articles on various aspects of the primary tools you will be using. Check it out as well.
- 3DS Max (1 month free trial, $185/month or $1470/year subscriptions, 3 yr student/educator license.) Commercial product by AutoDesk but the version that works with Nif files isn't free. Versions after 2013 don't seem to work with at least Fallout 4 (according to this thread) using the included official NIF exporter, though there is an unofficial "Figment" exporter plugin fork on GitHub which does seem to work.
- Blender v2.49b (freeware.) This download includes ALL related files and compatible versions. This is the "complete" package for creating meshes for Bethesda games; including:
- Python 2.6.5
- Blender NIF Scripts 2.5.5
- NifSkope 1.0.22
- PyFFI 1.1.5
- "Noob to Pro" PDF tutorial.
- Check out the "Optional" files section for some additional functionality. Recommended for FO3/FNV.
- Blender v2.49b Portable by Room207 is also a "complete" package that is preferred by some for it's convenience and because it is patched so that vertex normals won't be regenerated when going into edit mode, which is one of the reasons why a neck seam is produced. Includes:
- Python 2.6.6
- Pyffi 2.1.11
- NIFscripts 2.5.9
- True Normals by Anthony D'Agostino
- Geom Plugin 0.5
- Mesh Ascii Plugin
- UDK Scripts
- Blender Tools 1.01 by Kormgar
- Blender TRI file scripts and Tutorial by Kapaer and Deedes
- DXTBmp Texture Tool (freeware). Images can be passed to any Paint program for editing in 24 bit and then re-imported and saved in any of the 16/24/32 bit formats. Transparency (Alpha) channel of textures can be viewed and edited separately from the main image.
- GIMP: GNU Image Manipulation Program (freeware.) A cross-platform image (texture) editor available for GNU/Linux, OS X, Windows and more operating systems. Provides extensions through integration with many programming languages including Scheme, Python, Perl, and more. The result is a high level of customization as demonstrated by the large number of scripts and plug-ins created by the community.
- Hairs - Eyes - Races Auto - Patcher (Mod.) Extracts all the hair / eyes / races records from every plugin loaded in your load order - then, it rewrites the list of eyes and hairs for every race found. So, if you untick / unflag a hair mod from your load order, these records won't be loaded by the game itself and consequently won't be found by this mod because they don't exist.
- Inkscape Vector Graphics Editor (freeware). Open source flexible drawing tools, with broad file format compatibility, powerful text tool, and bezier and spiro curves.
- LOD/VWD Overview TESTG site wiki.
- Maya (1 month free trial, $185/month or $1470/year subscriptions, 3 yr student/educator license.) Animation, modeling, simulation, and rendering software by AutoDesk.
- MindTex2 ($20) by Frozen Flame. MindTex is a normal map generation utility for game developers and 3d professionals. Built to rival the competition in quality without the steep price, whether you want to generate a normal, height, specular, gloss, self-illumination, occlusion, or reflection map, you can easily do it in seconds flat from a single source texture with MindTex.
- Mod Kit - Resource for Modders by pixelhate. Some nif & textures used as references in various Modding situations, including the "invisible activator".
- NIF tangents and binormals updater (freeware) by zilav. A command line tool to batch update tangents/binormals in Oblivion, Fallout 3, New Vegas, Skyrim, Skyrim Special Edition and Fallout 4 format NIF meshes. The one in NifSkope doesn't handle degenerate normals, such as if your NIF has a lot of texture tiling. It also gives all around better results especially for people who use Blender and cannot reset the normals and smooth them because it lacks the features to do so.
- NifSkope (freeware.) A graphical program that allows you to open NIF files, view their contents, edit them, and write them back out again. You can use it to quickly make changes to specific properties of a NIF file such as changing the texture, adding translucency, and more. A 3D view of the contents of the NIF file allows you to preview your changes instantly. You can even create texture templates, and import & export OBJ files. (Note: This link is the latest release and may not be the best choice for FO3/FNV. A fully compatible version of this tool (v1.0.22) is already included in the Blender v2.49b package linked here.)
- NifSkope v1.3.3 (revision36efdd) (freeware.) A later version than that bundled in the Blender v2.49b package (with EXE and features referred to in many tutorials that are missing in even newer (v2.0+) releases, such as "import/export .OBJ files"). Fully compatible with that Blender package, and more "shader flags" are identified. While both versions of NifSkope can be installed, only one can be used at a time. Recommended for FO3 and FNV (along with the NifTools XML Format version 0.7.0.0, which has the essential "differentiated color for Collision"). Recommended for FO3/FNV.
- NifTools Wiki (freeware.) 3D package plugins for 3ds Max, Blender, and Maya modelling tools. Note: this link will have the latest release versions. The versions bundled in the Blender v2.49b package are all mutually compatible.
- The NifTools XML Format (documentation.) Used to extend NifSkope to open files from new games, or better understand files from games which it can already open. Version 0.7.0.0 recommended for FO3/FNV.
- Paint.NET (freeware.) Image and photo (texture) editing software for Windows, originally based upon the Paint program included as part of Windows, but with many enhanced features such as "layers", special effects, and unlimited history ("undo"). Require Microsoft's .NET Framework 4.6+.
- Available operations (initial release):
- Update tangents and binormals - recalculate tangents, binormals and optionally normal vectors in shapes using modified Unity's code.
- Search and replace assets - perform search and replace on assets paths (textures and other referenced files) in meshes
- Convert strips to shapes - the same as Triangulation spell in NifSkope
- Attach parent NiNode - the same as Attach Parent in NifSkope applied to NiNode or it's descendants with defined name
- Jamilla's anim thing - no idea, made by request
- Weijiesen's blow up thing - no idea, made by request
- Copy anim controlled blocks - copy missing controlled blocks between *.kf animation files
- Update parallax settings - change parallax values in shaders
- Update MOPP code - update MOPP collision code with the proper working one
Packaging Tools
- BAIN Archive Tools - BAT by Surazal
- BSArch (freeware) by zilav. A command line tool for packing and unpacking Bethesda archives. The most complete support setting the correct flags across the various games.
- BSAOpt (freeware) Tool for extracting the contents of BSA files. Note this tool unpacks the entire BSA file. It does not easily allow for unpacking a single file.
(See the Skyrim thread BSAs and You for details about the pros and cons of "Bethesda Software Archives" (BSAs), but bear in mind such files in previous games, like Oblivion, FallOut3 and Fallout New Vegas, don't have "strict order" like in Skyrim. Games prior to Skyrim don't support overriding of assets in archives using other archives; only loose files can. If the same resource is contained in several BSA archives, those games won't use it from the last BSA on 100% of occasions. They may grab the resource from a random one of the BSAs containing the same file.)
WARNING! Do not unpack BSAs directly into your game "Data" folder; potentially overwriting any mod files. The tools don't ask you to confirm the overwriting, either. All the hair textures unpacked to "loose files" will go through the head models in that case; because that's what happens when hair is not packed in a BSA. "Best practice" is to unpack to a unique folder (they are large: 1-2GB) and manually drag the desired files to the appropriate "Data" folder as needed.
- BSAExtractor (BSAE) (freeware) Tool for extracting just one or the entire contents of BSA files. See warning above about unpacking an entire BSA.
- FNV BSA Decompressor Mod by zilav. Decompresses the Fallout New Vegas BSAs and repacks them into BSAs without zlib compression for performance. Also transcodes the ".OGG" sounds effects to ".WAV" format so they work. It also extracts any MP3 files to loose files because they will not play when in a BSA.
- FOMM - Forked (freeware) Mod Manager with built-in BSA file extraction and repacking.
- Note that FOMM has several tools bundled with it. The TESsnip tool in particular is obsolete and has been shown to cause "silent corruption" of save game files as a result. The use of xEdit/FNVEdit is recommended in it's place.
- FOMM and FOMODS for Dummies article.
- FOMOD Validator by Ganda
Scripting Tools
- CIPSCIS Script Validator (freeware.) Allows you to quickly indent your script while simultaneously checking it for several basic errors, many of which are not picked up by the GECK's compiler. It works with Skyrim, Fallout 3, and Fallout New Vegas, but is not "script extender" aware. Includes it's own tutorials.
- New Vegas Script Extender (NVSE) Site.
Sound and Voice Tools
Misc Other Tools
- DarNified Forum Community site. Articles and questions on XML for the User Interface (UI) and Menus, primarily about the Oblivion version of DarNUI but there is a section for FO3.
- Gamesettings profiler Mod. Adds intuitive, app-like, modding tool for debugging, testing, profiling, and dumping\printing to file any numeric GMST (gamesettings) records.
- Tree LOD billboard creator for xLODGen by zilav
- xEdit/FNVEdit (freeware.) A generic tool called xEdit which is renamed for working with specific games. The latest "stable" release is on the Nexus, generally under the game name version or as "TES5Edit".
Details
Basic advice is to start with the game Construction Set/Editor (this is usually a separate, free download, not included with the game installation). There is going to be a wiki page for it with tutorials to help get you started, but note that there are unspoken assumptions that you are familiar with concepts introduced on the "Construction Kit"/"game editor" wikis for earlier Bethesda games such as:
(TES5: Skyrim came after all of those (2011) and uses a different variation of the game and script engine.) So, don't neglect those older wikis as resources. Where there appears to be a conflict, assume the later wiki or the one specific to your game is correct.
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