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Tying mod to the DLC


sumoftwosins

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Due to the rules of both Bethesda and Nexus: If you are using content from the DLC in such a manner that allows the end user to use those items without owning the DLC, then you are in violation of the agreement.

 

I do not have a problem with this, but my concern is figuring out a solid way to ensure the end user of the mod has the DLC installed to use/play the mod. I have used several forms of content from the DLC in the MERC mod. Specifically the stealth armor, snow armor, T51b display rack, tactical map, and a few other random things. Most of them use the original meshes, but to make unique items I edited them to be stand alone.

 

In short, does anyone have any ideas on creating a script to check for the DLC?

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In that case you'd probably end up with a bunch of conflicting mods. Everyone editing the stealth suit + using the original... it could get fairly crazy.

 

There has to be some global that we can use. I don't need a solution immediately. Plus I figure that this is one of those things that can help everyone out.

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Couldn't this be solved by a proper setup Master/Plugin relationship between the mods?

 

I reckon something along these lines were done for Morrowind, where some mods required certain expansion packs specifically to work and couldn't be run without them, but that might just be my memory playing tricks on me. I don't know if it's possible for Fallout 3 though as there isn't an option to do this in the GECK, but I figure you could do it through the FOMM plugin editor and specify a master there somehow. I tried doing it on an experimental minimod, but I couldn't really get it to work as it defaulted to Fallout3.esm the moment I re-opened the mod in the GECK, but other, more dilligent souls, might have gotten it to work.

 

Edit: Stupid type... I mean typo. :P

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Well, you'd have to set the OperationAnchorage.esm as a master file for the plug-in.. which means you'd have to open both the OperationAnchorage.esm and Fallout3.esm in the GECK so the plug-in requires both of them as masters when you save.

 

I'm pretty much sure with this, because I've tried not loading Operation Anchorage and loading Fallout3.esm with a plug-in that required Achorage.esm and it didn't work.

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In that case you'd probably end up with a bunch of conflicting mods. Everyone editing the stealth suit + using the original... it could get fairly crazy.

 

There has to be some global that we can use. I don't need a solution immediately. Plus I figure that this is one of those things that can help everyone out.

 

I'm speaking as one who presently cannot get FO3 DLC...

 

those stealthsuit mods IMHO would only really conflict if they're set as replacers. I've heard that OA uses an .ESM file. whan an ESP file is made with esm's active in geck they seem to have an "unbreakable" dependency on the esm, so that might be another level of protection there.

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Well, you'd have to set the OperationAnchorage.esm as a master file for the plug-in.. which means you'd have to open both the OperationAnchorage.esm and Fallout3.esm in the GECK so the plug-in requires both of them as masters when you save.

 

I'm pretty much sure with this, because I've tried not loading Operation Anchorage and loading Fallout3.esm with a plug-in that required Achorage.esm and it didn't work.

 

So basically that means the master dependency works, and the way to make mods that use OA resources, which are not meant to be used without OA, is just loading both, setting your mod as the active plugin and saving it?

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Well, you'd have to set the OperationAnchorage.esm as a master file for the plug-in.. which means you'd have to open both the OperationAnchorage.esm and Fallout3.esm in the GECK so the plug-in requires both of them as masters when you save.

 

I'm pretty much sure with this, because I've tried not loading Operation Anchorage and loading Fallout3.esm with a plug-in that required Achorage.esm and it didn't work.

 

So basically that means the master dependency works, and the way to make mods that use OA resources, which are not meant to be used without OA, is just loading both, setting your mod as the active plugin and saving it?

Yes. Because then if you click on "Data" and locate the mod, under the master files it says "OA.esm" and "Fallout3.esm" and cannot be loaded without both active.

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Well, you'd have to set the OperationAnchorage.esm as a master file for the plug-in.. which means you'd have to open both the OperationAnchorage.esm and Fallout3.esm in the GECK so the plug-in requires both of them as masters when you save.

 

I'm pretty much sure with this, because I've tried not loading Operation Anchorage and loading Fallout3.esm with a plug-in that required Achorage.esm and it didn't work.

 

So basically that means the master dependency works, and the way to make mods that use OA resources, which are not meant to be used without OA, is just loading both, setting your mod as the active plugin and saving it?

Yes. Because then if you click on "Data" and locate the mod, under the master files it says "OA.esm" and "Fallout3.esm" and cannot be loaded without both active.

 

Cool, quick reply there. Does this only work with Master files, or can you make one .esp dependent on one or several other .esps?

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