Cipscis Posted April 15, 2009 Author Share Posted April 15, 2009 You're very welcome! @renny10:As stated in this OP, this thread is aimed more at answering questions about the back-end of modding, which doesn't include topics like how to install mods. The main reason for this is that the answers to these questions often requires a lot of troubleshooting and hand-holding, whereas this thread aims at quickly answering questions in a few posts. You'll probably get better help if you stick to the thread that you've already created, instead of scattering the relevant information over several threads. Keep in mind, as well, that most users manage to install the mod without having to create a thread about it, so the installation instructions should be all that you need. I recommend that you go back and follow them word for word. Cipscis Link to comment Share on other sites More sharing options...
Buttitchski Posted April 16, 2009 Share Posted April 16, 2009 During the course of building my mod, I was grabbing objects from the object window and dragging them into my cell. To make some of these items "fit" into the mod I edited their ids, not realizing it would change those item names for the rest of the fallout world. I did not see an option to copy or clone the objects so, I continued along until I realized what I was doing. I am pretty far along with the construction of my mod and, have a good number of items that have been altered, keys, utility worker id and some mainframes. Now these items are altered in the vanilla world and I didn't wish to "replace" these items, just create unique ones for the mod. How can I remedy this situation? I do not wish to start over and do not want any vanilla elements altered. I cannot find a list of object ids to change them back to their original state. Is their a way to clone objects in the GECK that I am missing that allows me to copy objects to create new ones? :thanks: Link to comment Share on other sites More sharing options...
Crowbennett08 Posted April 16, 2009 Share Posted April 16, 2009 During the course of building my mod, I was grabbing objects from the object window and dragging them into my cell. To make some of these items "fit" into the mod I edited their ids, not realizing it would change those item names for the rest of the fallout world. I did not see an option to copy or clone the objects so, I continued along until I realized what I was doing. I am pretty far along with the construction of my mod and, have a good number of items that have been altered, keys, utility worker id and some mainframes. Now these items are altered in the vanilla world and I didn't wish to "replace" these items, just create unique ones for the mod. How can I remedy this situation? I do not wish to start over and do not want any vanilla elements altered. I cannot find a list of object ids to change them back to their original state. Is their a way to clone objects in the GECK that I am missing that allows me to copy objects to create new ones? :thanks: You WHAT!!!!! lol, j/k, i did this on my first morrowind mod, thank god i never released it, i would have gotten flamed! Unfortunately, i know of no easy solution for you, Maybe cipsis or TGblank have a suggestion, i have an idea, but i'm not 100% sure it would work or even if it's possible. But if you've altered all those references, you really should start with a clean slate, chalk it up to experience, take a deep breath, maybe a break from the geck for a little while, and come back for a fresh new start. Screwing up mods is a specialty of mine, but that is how i learn, trial and error, i literally have 20 to 30 .esp's that i'm fooling around with from time to time, which brings me to a question. Did you save the changes to the Fallout3.esm? Please say you didn't. cuz that would be bad. Link to comment Share on other sites More sharing options...
TGBlank Posted April 16, 2009 Share Posted April 16, 2009 with fo3edit you should be able to clean up most of the disaster. Link to comment Share on other sites More sharing options...
Cipscis Posted April 16, 2009 Author Share Posted April 16, 2009 @Dead Faction:Basically, there are three things that you will need to do in order to "fix" your mod:First and foremost, you'll have to undo the edit you've done to the base objects. As TGBlank suggested, this is probably easiest to do in FO3Edit.Secondly, you'll have to recreate the edited base object as a new form for you to utilise.Finally, you'll have to edit all of the relevant references to use your new base object. Once again, as TGBlank suggested, this can be done in FO3Edit - you can select a reference and simply change its base object without affecting any other data relevant to it.Good luck! Cipscis Link to comment Share on other sites More sharing options...
Tony the Wookie Posted April 17, 2009 Share Posted April 17, 2009 what are the rules on posting a mod that includes a few textures and meshes from some other peoples mods? do I just credit them, or should I email them first? I couldn't find anywhere on this site that told... You have to ask for their permission, get said permission, AND give the proper credit. Steps 1&2 can be skipped if the readme specifically states so. Ok, one more question about that... What if I just upload the .ESP file that I made, and put a link to the page where they can download the hair and face retext themselves from the origional uploader I have emailed them and havn't got any responses yet, and I just realy want to know if anyone is even interested in downloading my mod before I expand on it Link to comment Share on other sites More sharing options...
TGBlank Posted April 17, 2009 Share Posted April 17, 2009 You can do so, but email that you're going to do that to the author, and keep in mind that you should put it down if that person asks you to do so. Link to comment Share on other sites More sharing options...
Buttitchski Posted April 17, 2009 Share Posted April 17, 2009 Thanks for your posts, I wasn't as bad off as I thought. All I had done was renamed some objects, that caused them to be renamed in vanilla. After going back in and creating new IDs for said objects all was good. Link to comment Share on other sites More sharing options...
granlund007 Posted April 18, 2009 Share Posted April 18, 2009 Alright, so how the heck do you connect custom textures to armor? :confused: I´m making a red combat armor and i have recolored the original textures, but i can´t find the biped model thing or whatever it is. :wallbash: Link to comment Share on other sites More sharing options...
Dragarr Posted April 18, 2009 Share Posted April 18, 2009 Everything explained over in this thread Multiple Chinese Stealth Armor with separate textures? Basic steps are Creating a Texture Set, copying the base armour as a unique, applying texture overrides to the unique. Link to comment Share on other sites More sharing options...
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