Difference between revisions of "Fallout Script Extender"

120 bytes added ,  01:01, 23 December 2008
note: vanilla GECK will not open mods using FOSE commands as conditionals
imported>DragoonWraith
m (typo fixes)
imported>Henning
(note: vanilla GECK will not open mods using FOSE commands as conditionals)
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== How to use FOSE with the GECK ==
== How to use FOSE with the GECK ==
Scripts written with these new commands must be created via the G.E.C.K. after it is launched via fose_loader.  Open a command prompt window, navigate to your Fallout 3 install direcory, and type "fose_loader.exe -editor". Alternately you can create a shortcut to fose_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try.
Scripts written with these new commands must be created via the G.E.C.K. after it is launched via fose_loader.  Open a command prompt window, navigate to your Fallout 3 install direcory, and type "fose_loader.exe -editor". Alternately you can create a shortcut to fose_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try. If a mod uses FOSE commands as conditionals then the GECK must be started via fose_loader.exe in order to open the mod.


== Compatibility ==
== Compatibility ==
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