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#1
LHammonds

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If you see questions that frequently come up here, in another area or even other sites, let me know and I'll add it here if appropriate.

This is NOT a question-asking thread. You asking a question is not considered a "frequently asked question" and will not be added to this list unless it really is asked a lot by people.

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Category: Playing Fallout 3

Question: Is there a way to acquire both homes at the same time? (Tenpenny Tower and Megaton)
Answer: Not by design. This would require a mod or using console cheat commands.

Question: Is there a flashlight?
Answer: Yes. Hold the button for your Pip-Boy (Tab on PC, B on Xbox 360, O on Playstation 3).

Question: Are there Console / Cheat Codes?
Answer: Look here.

Category: Modding Fallout 3

Question: How do I install mods?
Answer: Follow the tutorial called Fallout 3 beginners guide

Question: Is the XBOX 360 Moddable? Can I load mods on my XBOX 360?
Answer: No. Even if you managed to copy the files, the architecture is different and done this way to ensure it will not work. Microsoft is the one responsible for not allowing user-made content on the XBOX, not Bethesda. You will only be able to add official add-ons made by Bethesda which are typically called a DLC (Downloadable Content)

Question: Is there a Construction Set? Where can I get it?
Answer: Yes, there is one and it was released on December 11, 2008. Get it here.

Question: Where is the wiki page again that has tons of tutorials and specifics about the GECK?
Answer: http://geck.bethsoft...x.php/Main_Page.

Question: Am I allowed to port / import content (models, textures, audio) from a different game into Fallout 3?
Answer: No. It is not allowed to port content from one game to another. The only exception is if you have direct permission from the Intellectual Property (IP) holder. Do not upload ports to the Nexus because they will be deleted by the admin and consequences will follow.

Category: Mod Troubleshooting

There is not currently a section built for this but since this is VERY similar to Oblivion, a good reference is this: Oblivion Mods FAQ. There is also a "How to install plugins" section which is very similar to Fallout 3 since they are basically the same process.

Category: Modding Tutorials

Here are some articles but more can be found in the Article Database

Skree's Easy Skinned Armor Nifskope Tutorial
How To Add Glow Maps
Retexturing Made Easy with Photoshop
Edited Textures Working In Game! Here's How
Modelling without Developer support
How To Load Hair Models Made For Oblivion Into Fallout 3

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Last Updated On: June 22, 2009

 

Staff edit - 17/02/2015 - Changed dead Installation link to a more up to date working one.



#2
WoogieMonster

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People ask for console commands fairly often, they can be found here : http://vgstrategies....and_Codes_F.htm

#3
LHammonds

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Updated to include the recent news of the Construction Kit becoming available in December.

#4
scooter30

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I agree - (as a noob) a basic "how to" link for someone brand new to this type of moding would be helpfull.

I hvae used the f$%^&ing search function.. and have read page after page of people asking "how to" and others telling them to "use the search function".. perhaps I am searcing for the wrong keywords... I thought "INSTALL" would be a good one. And you cant search for ".esp" as it is not allowed.

I of course came HERE...as an FAQ is usually helpful. Thanks in advance to whomever places a link to a basic "how to install mods for fallout 3" here.

:thanks:

#5
LHammonds

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I agree - (as a noob) a basic "how to" link for someone brand new to this type of moding would be helpfull.

Please read the Oblivion Mods FAQ which is linked in the 1st post.

There is a LOT of helpful information in there that applies to Fallout 3 (including a how to install plugins section).

There are some differences though such as tools not being fully developed yet but that is to be expected with a new version of the game engine.

Once the GECK is released, I am sure a wiki support site will pop up and a master Fallout3 Mods FAQ will show up there. But for now, I will have the most common questions answered directly in this thread and refer to the Oblivion Mods FAQ when appropriate.

Installing mods cannot be done in a short "do this in 3 easy steps" because there is not a standard way of packaging a mod nor is there a standard "mod type." A mod can consist of only a .esp plugin...or a mod can consist of a single .dds texture replacer and both are handled very differently. The Oblivion Mods FAQ does a good job explaining these differences.

LHammonds

#6
LHammonds

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I removed the prior rant which was quite irritating and unnecessary. As for the question about porting, it is covered in the 1st post and worded in such a way that it is not as easy to mis-read:

Question: Am I allowed to port / import content (models, textures, audio) from a different game into Fallout 3?
Answer: No. It is not allowed to port content from one game to another. The only exception is if you have direct permission from the Intellectual Property (IP) holder. Do not upload ports to the Nexus because they will be deleted by the admin and consequences will follow.


I also added a link to the GECK Wiki and it also seems that things are so new there that several items refer to the Oblivion Wiki pages until Fallout 3-specific pages are created (if they are even needed at all).

Since there is not a "How to install mods" section on the wiki (like I was hoping there would be), I have decided to create a tutorial here in the article database and once it has reached a certain point, it will then be moved to the GECK Wiki. The process is still very similar to what is listed in the Oblivion Mods FAQ but some things need to be stripped completely out until the tools evolve. Coming from Oblivion is no big deal but if you have never played Oblivion with mods, things like "Oblivion Mod Manager" and "OMODs" and such would just confuse you and not know what information should be thrown out. Hence, the creation of this tutorial to eliminate the Oblivion references that do not yet apply for Fallout 3.

LHammonds

#7
Zungerman090

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sorry but can anybody tell me how to use ESM files?
I only met ESP so far so i am totally clueless how to use ESM

#8
LHammonds

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I do not believe you have to "do" anything with an ESM file. It is a master file that contains objects, scripts, etc.

The corresponding ESP is what you "enable" which pulls resources from the ESM and places them in the game world...which is probably named the same.

Example:

StarWars.esm (Master file)
StarWars.esp (Plugin file which is dependent upon the existence of StarWars.esm)

LHammonds

#9
Radiosity

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I do not believe you have to "do" anything with an ESM file. It is a master file that contains objects, scripts, etc.


Yep. The Fallout3.ESM (Elder Scrolls Master) file contains all the base information for the game. The game will read the plugin file before the master file, meaning any edits you make in your plugin will override the originals in the master, but non-destructively, meaning any edits you make are completely safe and the game can always be run by removing your mod again even if you seriously screw something in your plugin up that causes the game to crash, freeze or otherwise go wrong.

Likewise, if you have the downloadable content like Anchorage or The Pitt, you can make them masters to your plugin by loading them in the GECK* and making any edits you want, then saving your plugin. Next time you open your plugin, it'll automatically open up the Anchorage and Pitt ESM files as well, since they're masters for your plugin.

*Note that to load multiple masters you need to edit My Documents\My Games\Fallout3\GECKCustom.ini and change the line "bAllowMultipleMasterLoads=0" to a value of '1' instead.

Some mods also come with Master files (Mart's Mutant Mod and HairPack for example). If you want to override something in one of these, you can open the master, save a new plugin and make whatever edits you wish so that they override the originals, exactly the same as you'd do with the main game ESM. In the case of HairPack, you could create a new plugin with that as Master, then add the new hair styles to new NPC characters, or even edit existing ones to have new hair or eyes.

Generally speaking, unless you're going to create a huge mod with hundreds of new forms that you might wish to override using plugins (like removing certain features, or editing something to be better for users with lower power pcs, or adding optional extras that not everyone might want to use), you probably won't need to worry about creating an ESM file, everything you're likely to need to do can be done just using standard ESP plugins instead.

#10
Pagafyr

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Can I get the Anchorage file and mod it?

Where is it stashed on my computer?




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