Difference between revisions of "Fallout Script Extender"
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 == |