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Tying mod to the DLC


sumoftwosins

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  Baelkin said:
  CowgirlFromHell said:
  Baelkin said:
  CowgirlFromHell said:
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?

I haven't tried that yet. My guess would be no, it probably wouldn't work because the OA.esm contains all the files necessary for any Operation Anchorage dependent mod. Mostly because the .esp is only a plug-in to the .esm. Basically, the .esm has all the files while the .esp only has the changes to the .esm.

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I have my ESP mod file set to require the OA.esm and the FO3.esm. You can't even open it in FO3Edit without loading both. However the mod will still load in the game without OA though. It seems to only effect things that are edited that belong in the OA.esm

 

I was thinking of doing a condition to check if the OA.esm quest is there. If it doesn't get a return then it would not load certain things on the mod, but at this point it is just theory.

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  sumoftwosins said:
I have my ESP mod file set to require the OA.esm and the FO3.esm. You can't even open it in FO3Edit without loading both. However the mod will still load in the game without OA though. It seems to only effect things that are edited that belong in the OA.esm

 

I was thinking of doing a condition to check if the OA.esm quest is there. If it doesn't get a return then it would not load certain things on the mod, but at this point it is just theory.

Every time I try to load the mod without OA.esm, I get a CTD. Guess that doesn't mean it doesn't work.

 

Alright, well back to the drawing board then. I'm not sure how you could script it to check for OA.esm

 

If it's possible, it's probably something really simple that'll be near impossible to figure out.

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I bought and downloaded my game through Steam so their might be something different there cowgirl. When I looked at my esp on FO3Edit, I could see any ID's that were apart of the OA.esm. Everything I had from the OA was completely unique and wasn't duplicated.

 

I was thinking of some conditions that checked for the quest like getQuestRunning DLC## 1 and do a reverse one to just try and hit a value. If either came back to be false then the DLC isn't present.

 

It would have been nice for Bethesda to rig in something as simple as a flag or other option. They must have known this would come up.

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  sumoftwosins said:
It would have been nice for Bethesda to rig in something as simple as a flag or other option. They must have known this would come up.

 

I wouldn't count on it, I doubt it's anything that they themselves have had much experience with before after OA as everything was packed into the same master file (unless the Fallout3.esm was compiled from a multitude of .esps). Hopefully we'll get a GECK update at some point that makes authoring mods easier and more transparent.

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I have to think that they had some rookies handle the DLC. Considering all the wasteland version of the new stuff use the original GO models and textures. Like their snow combat armor and helmet still has an OD green world mode.
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  sumoftwosins said:
I have to think that they had some rookies handle the DLC. Considering all the wasteland version of the new stuff use the original GO models and textures. Like their snow combat armor and helmet still has an OD green world mode.

 

Myeah, they probably had the interns work on the new item textures while they were not busy getting coffee. It would only have increased the download size with a few MBs at most to include separate ground item textures for the new stuff, so it'd be reasonable to think that they simply forgot or thought the end-user to stupid to notice. I prefer to think the former but I'm pretty convinced about the latter.

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