sumoftwosins Posted March 5, 2009 Share Posted March 5, 2009 The title might sound confusing, but here is what I want to do: 1. Release my mod without all the mini-quests included ( Due to time constraints ). 2. At a latter time, release a mod that has the remaining content. 2.a. Update the original mod without replacing it. So that is what I want to do. Does my original mod need to be converted to an ESM or something? Or if I just create a new mod, load both in geck, and make the changes to the old mod in the new one... will that work? I'd like to know a head of time. I don't want to force everyone who wants to played the new contracts to be forced to start back from scratch. Link to comment Share on other sites More sharing options...
phoneyLogic Posted April 8, 2009 Share Posted April 8, 2009 Hi there, I have a problem with modding a Plugin for Fallout3 too ---What I know:Plugins (esp) are not working with other Plugins.So it is not possible to mod a mod in that way. Masterfiles (esm) are moddable by Plugin.But you can`t safe a Masterfile in GECK.--- Soo...because I want to mod a Mod, is there a way to convert a Plugin into a real Master? -> Tried to load TES4Gecko from here: http://www.tesnexus.com/downloads/file.php?id=8665But unfortunately I do not own Oblivion and it refuses to work without it and I get this: That`s the Main.main.(main) problem Is there a way to get around it?I don't want to patch my esp, want to make a master. thx Link to comment Share on other sites More sharing options...
Yossarian22 Posted April 8, 2009 Share Posted April 8, 2009 Is there a way to get around it?I don't want to patch my esp, want to make a master. You can create and convert Plugins/Masters with FOMM Link to comment Share on other sites More sharing options...
Cipscis Posted April 8, 2009 Share Posted April 8, 2009 Normally, plugin files can't access assets that exist in another plugin file - only those that exist in a master file. However, there is a method known as "mod de-isolation" that will allow you to break this rule and access assets that exist in one plugin file from another plugin file. Basically, de-isolation consists of "esm-ifying" your "source" plugin with a tool like FOSE's Plugin Editor, then create your plugin that uses assets from the "source" file as you normally would, then convert the "source" file back into a plugin file. The basic premise behind this method is that although the GECK doesn't like the idea of creating plugins that are dependent on other plugins, the game engine doesn't actually have a problem with it. Cipscis Link to comment Share on other sites More sharing options...
phoneyLogic Posted April 8, 2009 Share Posted April 8, 2009 Thanks, you both, I got it working :)kudos Link to comment Share on other sites More sharing options...
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