Difference between revisions of "Fallout Script Extender"

14 bytes added ,  02:49, 23 December 2008
→‎How to use FOSE with the GECK: formatting for clarity
imported>Henning
(note: vanilla GECK will not open mods using FOSE commands as conditionals)
imported>Quetzilla
(→‎How to use FOSE with the GECK: formatting for clarity)
Line 14: Line 14:


== 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. If a mod uses FOSE commands as conditionals then the GECK must be started via fose_loader.exe in order to open the mod.
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.
 
'''NOTE:''' 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 ==
Anonymous user