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Cipscis

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In FO3 Edit, it doesn't crash, but some of the things I copy to the separate plugin for Male player-characters (Specifically the Script), apparently don't get fully copied (In the original one there's things in the References tab of the Script, in the one I copied over, there aren't).
That's because the script refers to forms that exist only within that data file, and you can't (under normal circumstances) refer to information in one plugin file from another.

 

There are a few methods you could try to get around this:

  • Make a complete copy of the plugin file and edit that
  • Turn the plugin file into a master file and make it a master of your data file
  • De-isolate the plugin files by performing the above step without changing the file extension, then changing the file back into a plugin file afterwards

Cipscis

 

oooh, cipsis, what are the advantages to converting something to a master fie? and how does one go about doing that? i have a plugin that compiles one or more plugins, FO3 plugin utility or something... been wondering as i'm doing some bigger mods now and wanted to know if there's any advantages.

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The advantage of esmifiying a mod, modding it, and then returning it to its normal state is that you get a dependent "child" mod that changes what you wish, and will probably remain compatible with future versions.

The advantage of having it outright as an esm is that you can create mods for your mod.

 

The later is better if your child mod is going to be modified constantly, or if you want to make compatibility mods for other mods.

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You don't need much knowledge to use fomm, you can learn.

Also, just follow the installation instructions. They're there for a reason.

I know but I installed it once and it not work well then I would now how to install Part 1, 2 & 3 because I don't want to make casino

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you open them, and see inside, if it haves a data folder, unpack on the fallout directory, if it haves meshes, textures or similar, that goes into the fallout/data folder.

Install Archiveinvalidation invalidated!, install FOMM, download the latest esps for fook (1.6), copy the esp modules you want to use to the data folder, open fomm, organize your mods (esms on the top, fook.esm after calibr.esm, then misc esps, then fook, then fwe/xfo/wmk/mmm if you have them, then quest mods, then mods that break when used earlier). and start your game.

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