- This mod turns Fallout 4 into a Silent Hill like Nigthtmare. From now on you will be surrounded by Thick Fog, strange sounds and occasionally being dragged into a otherworld where monsters (SirenHead, Mumblers, Lyingfigures, Ghouls, Silent hill Nurses, Twin head Screamers and Dogs) await you!
- - 🤜 Newest Fallout Vid! Go check it out! 🤛 -Learn how to merge mods in Fallout 4 (& Skyrim) with this next episode of the Fal.
- Jun 28, 2016 Load TES5edit with the ETAC patch selected and wait until background loader has finished. Then click the + in front of the ETAC patch click on 'File Header'. On the right panel search for the master esp you want to rename and right click and then 'Edit'. Rename it to the file name in the CR (the Nsutr merge) and OK.
The file 'EVE-WMX-IMPACT.esp' in the 'Data' folder is now a new 'combined merge plugin' file that includes the records from 'EVE FNV - ALL DLC.esp', 'IMPACT.esp', and 'WeaponModsExpanded.esp'. Now you can deactivate all the other 'patched parent plugins' and replace them with your new 'merge plugin' file.
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- 1Download
- 3Additional Resources
Download
Fallout 3 and Fallout: New Vegas use slightly different versions of the GECK, so make sure you download the correct version. You can no longer download the GECK from the Official Site, so use the direct download below.
Fallout 3 GECK and Patch
- Download the Fallout 3 GECK here.
- Download and install the latest patch here.
Fallout: New Vegas GECK
- Download the Fallout: New Vegas GECK here.
Install
- Fallout 3 Locate the GECK installer and run the file.
- When prompted, be sure that the installation directory for the GECK matches where your retail version of Fallout 3
- Fallout: New Vegas Extract the GECK archive and place the files in the Fallout: New Vegas installation directory.
- NOTE: If you are using the Steam version of Fallout 3FONV, the proper installation directory should be something like:
or
- If you are using a 64bit system, these may be located in
- MISSING .DLL: If you get a message like this
then it is in the wrong folder. Libvorbisfile.dll is located in the FO3/FONV directory.
- NOTE: If you are using Windows Vista or Windows 7 it is recommended that you install FO3/FONV and the matching versions of the Geck in a folder other than Program Files or Program Files (x86). These folders are protected by the operating system and require you to take additional steps when creating and using mods. If you have already installed them into one of these folders, either uninstall them and reinstall them into a location like C:Games or C:Fallout, or, when using the Geck, do not run it as administrator. See the note below under Loading and Testing Your Plugin for more information.
- WARNING: The G.E.C.K. is for modding the PC version only. You cannot use it to mod the X-Box 360 or PS3 console versions of the game.
- If you are using the Fallout: New Vegas GECK, you will probably want to make it large address aware and have it load NVSE automatically as well as fix bugs and add some features to GECK that were removed by the developers. You can download and install the GECK Extender and its patcher from here. Alternatively you can use the NTCore 4GB patch available here
- If you are using the Fallout 3 GECK, you will probably want it to load FOSE automatically as well as fix bugs and add some features to GECK that were removed by the developers. You can download and install the GECK Extender and its patcher from here
- WARNING Do not 4GB patch the Fallout 3 GECK, it will cause it to crash more frequently.
- If you own Skyrim (Oldrim) you can download the CKIT for it on steam and copy some additional resources from the installation to complete your GECK install for both Fallout 3 and Fallout: New Vegas
- You can make use of the dictionary, the installation path may be something like:
copy the lex folder and place it into the folder where GECK is installed, it may be something like:
or
- In addition you can make use of the lip generation fonix data, the installation path may be something like:
copy the DataSoundVoiceProcessing folder and place it where GECK is installed, it may be something like:
or
- In addition you can make use of the Bethesda Archive (BSA) Creation Tool, the installation path may be something like:
- If you use the script extenders you can make use of many additional script commands and functions
- You can download the Fallout 3 Script Extender here
- You can download the Fallout: New Vegas Script Extender here
- There are many additional scripting functions available for Fallout: New Vegas via the JIP LN plugin
- You can download the JIP LN plugin for NVSE here
- If you have FOSE (Fallout 3) or NVSE (Fallout: New Vegas) installed you can make use of GECK Extender
- You can download the GECK Extender for Fallout: New Vegas here
- You can download the GECK Extender for Fallout 3 here
- NOTE Windows 7, users should run the GECK in Vista SP2 compatibility mode.
- NOTE Windows 8.1 and 10 users should not run the GECK with administrator privileges.
- NOTE Windows 8.1 and 10 users can use the keyboard shortcut 'CTRL +' to expand condition controls which are hidden.
- NOTE If you have an ENB installed, you must rename or remove the d3d9.dll before using GECK. If you use a new version you can set IgnoreGECK=true in enblocal.ini
- In addition to GECK, FO3Edit and/or FNVEdit are indispensable companion tools
- You can download FO3Edit here
- You can download FNVEdit here
- Visit the Mod Tools section for additional modding tools and resources
GECK INI Settings
In the [General] section of GECKCustom.ini the following settings are useful:
- Make statics in cells with roombounds visible by setting bUseMultibounds=0
- Allow loading plugins with multiple masters by setting bAllowMultipleMasterLoads=1
- Allow multiple instances of GECK by setting bAllowMultipleEditors=1
- Allow unsafe saves (open dialogs) by setting bAllowUnsafeSave=1
- Increase performance when navmeshing worldspace by setting uGridsToLoad to 3
- See more of a worldspace at once by setting uGridsToLoad to 7 (May Require a LAA enabled Geck)
- NOTE: If GECKCustom.ini doesn't exist, create one in your game folder.
- NOTE: Mod Organizer users can find the file in their profile ini folder. If it's empty, add [General] and the values.
- NOTE: Only use the uGridsToLoad setting with the GECK ini, do not increase uGridsToLoad in any of the game inis.
Creating your plugin
- Launch GECK.exe from your Fallout 3/FONV installation directory
From here on, whenever we say 'Lauch/Open GECK', take into consideration what was already said about launching the GECK through the Script Extender, if using plugins. Also, Mod Organizer users should always launch the GECK from inside MO/MO2 to have full visibility of your installed mods.
- From the main toolbar, open File>Data
- Select 'Fallout3.esm' or 'FalloutNV.esm' by double clicking it and OK to load
Loading the .esm may take several minutes. You should be able to view the loading progress at the bottom of the GECK window.
- Once loaded, press save
From here on, unless stated otherwise, assume that when we talk about Fallout 3, we are talking about either version of the game. Not all features may be available in both versions of the editor, so there may be some discrepancies when adapting instructions from one version to the other. If you come across any discrepancies, you can help out by updating the wiki accordingly.
- Because no active plugin is loaded, you'll be prompted to create a new plugin
- Choose a name for your new *.esp file, OK to save
If you're planning to move on to the other tutorials in this series, you might want to name your plugin 'Vault74.esp'.
- From now on, you will set this as your active file when you load Fallout3.esm
- Your changes will be saved to your active file. This will be your mod distributable.
- Multiple plugins may be loaded, but only one may be active.
- Close the GECK by going to File>Exit, and we'll learn how to load our new plugin (.esp file)
Loading and testing your plugin
- Load the Fallout 3 Launcher, but don't hit PLAY.
- Choose 'Data Files' from the launcher
- The new plugin you created should be available on the next screen, with an empty checkbox. Check it and click OK.
How To Merge Esp Files Fallout 4 Download
Don't see your .esp file? Verify that you installed the GECK to the same directory as your retail installation of Fallout 3. The file should have been created in a Data sub-directory in that directory. This is where the launcher looks for data files.
Under Vista, if you are not running as Administrator, the data file may have been created in a shadow directory (with a name like 'UsersMeAppDataLocalVirtualStoreProgram FilesBethesda SoftworksFallout3Data'), where it is visible to the GECK but not to the Fallout3 launcher. You can avoid this by always running the GECK as Administrator or by modifying the USERS permissions for the Fallout 3 directory ONCE.
- Alternatively, use your mod manager to add your plugin.
- Fallout 3 will now load your plugin file when the game is launched.
There's not much point to running the game with your new plugin yet, however, since there's nothing in it. Let's exit the launcher, fire up the GECK again and get started building our first Vault location.
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My First Vault Tutorial Series | Example Files |
1)Setting up the GECK | |
2)Layout and Using Kits | Example Layout Plugin |
3)Cluttering and the Object Palette | Example Clutter Plugin |
4)Navmesh | Example Navmesh Plugin |
5)Population: Monsters and NPCs | Example Enemies Plugin |
6)Population: Traps & More | Example Traps Plugin |
7)Lighting and FX | Example Lighting Plugin |
8)Optimizing your level | Example Optimization Plugin |
9)Connecting your level to the world | Example Finalization Plugin |
10)Creating a basic quest | Example Quest Plugin |
'The Method as such is about getting human eyes, as effectively and with as little redundancy as possible, on every conflict. It doesn't explicit tell you how to recognize and fix conflicts that you then see. That's something you'll have to learn as you go along and for which is pretty much impossible to create clear step by step rules for anyone to follow.'
- ElminsterAU, original developer of xEdit
Merge Esp Files Fallout 4
IMPORTANT NOTES:
This guide assumes that you are already familiar with manual conflict resolution using xEdit. It also assumes that you are competent enough to check the author-advised requirements, possible conflicts, and installation instructions of any mods you install. It is on YOU to properly follow the instructions for whatever you install!
Script and NavMesh conflicts, while being relatively uncommon, are more difficult to resolve and require use of the appropriate Creation Kit/GECK for the game you're working with, and thus are beyond the scope of this guide. If you come across such a conflict, look it up first! Trying to fix it yourself without knowing what you're doing has a 99.999% chance of breaking whatever you're working on.
So far only Skyrim Special Edition and Fallout 4 support the ESL flag - however, one can still follow this guide for Fallout 3, Oblivion, New Vegas, and Skyrim Legendary Edition, with a few minor differences:
DO NOT clean masters for Fallout 3 or New Vegas! This will break your game.
Instead of flagging your micropatches as ESL, keep them as normal .esp files and merge them either by hand in xEdit, or using a tool such as zMerge (recommended for merging 254 plugins or less) or Wrye Bash with only the merge plugins options enabled (advanced users only). Launching xEdit with the parameter
-pseudoESL
will show you which files could in theory be safely flagged as ESL, and thus are also safe to merge. Whenever using an automated tool to generate a module of some kind, ALWAYS go over it by hand in xEdit to make sure everything is as it should be. No exceptions.IT IS ON YOU TO RESEARCH HOW TO PROPERLY SET UP EACH GAME! This guide is simply an overview of the best technique for conflict resolution - it does NOT include instructions on which mods to install (except the Unofficial Patch for SSE/FO4), or how to properly install them.
How To Open Eps Files
Start with a completely fresh load order. Install the Unofficial Patch and launch xEdit.
Select all the modules in the list on the left, open the context menu, and select “Create ModGroup”. When prompted “Do you want to include the current CRC32s?”, select yes[1]. Enter an appropriate name in the field at the top (e.g. Main Masters), and hit OK.
- [1]: This makes it so that should any of the mods within the group be updated, the entire group will be disabled when loaded in xEdit. If this happens, check for any new conflicts within the mod group, deal with them as necessary, and then select the “Update CRC in ModGroups” option in the context menu of the module list.
In the next menu, when prompted “In which module’s .modgroups file should the new ModGroup be stored?”, select the Unofficial Patch and hit okay. Finally, when prompted “Which ModGroups do you want to activate?”, select the group you just made and hit OK.
Close xEdit, install your next mod of choice (ONE AT A TIME), and check to see if it added any modules (i.e. .esm, .esp, or .esl files). If not, keep installing your mods one at a time until a module is added. Launch xEdit again with the parameter
-veryquickshowconflicts
, which can be added in the “…” menu of Mod Organizer, in the “Arguments” field for xEdit. This can be removed when you’ve finished making ModGroups, or you can make another entry specifically for it.Perform manual conflict resolution between any conflicting modules[2], including ITM (Identical To Master) and UDR (Undelete and Disable Records) cleaning where necessary[3].
[2]: When making manual patches which simply consist of overrides, it is recommend to use the template of an .esp file with the ESL flag. This makes it occupy a “light slot” rather than a “full slot”, thus maximizing the number of modules you can load at any one time.
[3]: Cleaning is easily accomplished using the
-quickautoclean
parameter for xEdit. Simply load a module in xEdit using this parameter and allow it time to work, then close the program when finished and repeat for all modules which need cleaning. Do NOT attempt manual cleaning unless you know precisely what you are doing, and can fully explain why-quickautoclean
doesn’t do the job for you.
In the View tab, when viewing a record with overrides from two or more modules (not including Skyrim.esm or equivalent), right click the name of a module in the banner along the top and select “Create ModGroup”. This will open the interface for creating a ModGroup, and prompt you to select which of the modules currently in the View tab you’d like to add to it – this should include your patch for the mod you’re currently resolving conflicts for, if you’ve made one. Alternatively, select the conflicting modules in the list on the left, right click to open the context menu, and select “Create ModGroup” from there.
- [4]: Ideally, ModGroups should be made as small possible, including the fewest possible modules while still properly dealing with all conflicts. Doing this ensures greater freedom to disable individual modules without introducing false positives to xEdit’s conflict filter.
Just as with the first ModGroup you made for the Unofficial Patch and the game itself, click yes to CRC32s, and name the group appropriately[5].
- [5]: Pressing Ctrl+N while having a module selected will set the name of the ModGroup to the name of the module, without the extension.
Before hitting OK, assign the appropriate flags to each module within the ModGroup by clicking on the tiles to the right of each module’s name. The different kinds of flags are as follows:
Optional: If a module is flagged as “Optional”, the ModGroup will load regardless of if it’s missing.
Target: If a module is flagged as “Target”, its override records are hidden if it loses a conflict to a module further down within the ModGroup.
Source: If a module is flagged as “Source”, an override record within it will cause the overrides with the same FormID to be hidden from all modules flagged as Target and listed above this Source in the ModGroup.
Forbidden: If a module is flagged as “Forbidden” and loaded in to xEdit, its respective ModGroup is automatically disabled until the module itself is disabled.
Ignore LO:
If not flagged, then the module must be loaded in the same order as listed in the ModGroup.
If flagged as “Always”, the ModGroup will load as long the module is present, regardless of load order.
If flagged as “In Block”, all consecutive modules which share this flag will form a block. Any module above the block must be loaded before any module in the block. Any module after the block must be loaded after any module in the block. The modules inside the block can load in any order
Once finished assigning flags, hit OK to go the next menu. Store the ModGroup with the module which does the most conflict solving[6], and hit OK.
- [6]: ModGroups are best saved with the module which corrects, or overwrites, whatever you want fixed. For example, in a conflict between two modules, even if you don’t make a patch because you’re satisfied with the way the overwrites occur, saving the ModGroup with the latter-loading module ensures that the relevant ModGroup is only active when the overwriting module is present. This ensures that conflicts will be detected when the overriding module, often a patch, is absent. Note that multiple ModGroups can be stored with a single module.
Continue creating ModGroups and manual patches as required to resolve all conflicts reported by xEdit for the module you’ve loaded[7]. You’ll know this is the case when the tree-view in the left pane of xEdit is empty after running the conflict filter, which can be refreshed by right clicking said pane and selecting “Apply Filter to show Conflicts” from the context menu.
- [7]: If adding a new module results in lots of conflicts showing up, you may find it useful to hold the Ctrl key when launching xEdit through Mod Organizer with the
-veryquickshowconflicts
parameter. This allows you to choose which modules you want to load, which can make it easier to resolve one conflict without seeing all the others.
- [7]: If adding a new module results in lots of conflicts showing up, you may find it useful to hold the Ctrl key when launching xEdit through Mod Organizer with the
Repeat steps 4 to 10 until you’ve finished installing all your mods, and xEdit reports no more conflicts. You might like to remove the
-veryquickshowconflicts
parameter from xEdit in Mod Organizer if you chose not to make another entry for it.