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Adding Mod Items to Mod Actors


ezeepeezee

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Fo3edit. Just open the mod, go to file header, and you should be able to add the esm flag, save. That's esmification.

To espify, remove the flag and save.

 

Excuse my ignorance but I still don't get it. When I open FO3edit, Master/Plugin Selection opens. I uncheck all but the mod I wish to add to mine and mine (not sure if that is correct), it opens displaying the esm/esp's selected. If I left click on file header I get some info in the window on the right but I see nothing about adding flags. If I right click I get a bunch of options I'm not messing with.

 

Right click on the blank space next to "Record Flags", under the "Record Header" topic. Click edit, and choose the first option - ESM. Press ok.

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You need to edit one of the fields on the right, it's normally blank, and esms have esm on it. Once you right-click->edit, and pass the giant warning sign, tick the esm flag.

Note that you only need to open the file you want to esmify.

 

 

OK, I see that. So, a little more clarification. Open FO3edit and load my or the other mod or both? And then edit/check flag. No matter what Fallout3.esm gets loaded.

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You need to edit one of the fields on the right, it's normally blank, and esms have esm on it. Once you right-click->edit, and pass the giant warning sign, tick the esm flag.

Note that you only need to open the file you want to esmify.

 

 

OK, I see that. So, a little more clarification. Open FO3edit and load my or the other mod or both? And then edit/check flag. No matter what Fallout3.esm gets loaded.

 

Load both, and load both in the GECK.

 

To load both as .esm's in the GECK, go to My Documents > My Games > Fallout3 > GECKCustom.ini , and change bAllowMultipleMasterLoads=0 to 1.

 

Just a heads up; TGBlank told me to do this but not how to.

 

P.S. Thank you very much for your help TGBlank, I think this forum needs more helpful people like you 8)

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You need to edit one of the fields on the right, it's normally blank, and esms have esm on it. Once you right-click->edit, and pass the giant warning sign, tick the esm flag.

Note that you only need to open the file you want to esmify.

 

 

OK, I see that. So, a little more clarification. Open FO3edit and load my or the other mod or both? And then edit/check flag. No matter what Fallout3.esm gets loaded.

 

Load both, and load both in the GECK.

 

To load both as .esm's in the GECK, go to My Documents > My Games > Fallout3 > GECKCustom.ini , and change bAllowMultipleMasterLoads=0 to 1.

 

Just a heads up; TGBlank told me to do this but not how to.

 

P.S. Thank you very much for your help TGBlank, I think this forum needs more helpful people like you 8)

 

 

Thanks, much appreciated.

 

Dang, one last thing. Will I have both the geck and fo3edit running at the same time?

 

OK, I see that it changed the files from plugins to master files. How does that let me take items from one mod, put them in mine and have those items in-game if someone dl's my mod but doesn't have the other.

 

I just noticed that after the change, I opened both in the geck setting mine as active and now when I try to save it wants me to save as an new .esp.

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*sigh*

Fallout doesn't give crap if a mod's master is an esm or haves the esm flag or not, but the geck does.

Esmification does that, esmify, it allows you to load a mod as a master, just like you use fallout.esm as master, or the DLCs.

Once the mod is made, you can save it and return the original mod to their original form, removing the esm flag. This is known as espification.

Just like when you use fallout.esm as master, you're not "duplicating" the item, you're using it right there from the other mod into yours, the item from the npc's inventory that you added and the one you picked from elsewhere (spawned by the mod) will smell, taste, and feel equal, they'll even stack, scripts will work, and if the mod is updated and the item changes, so will the one in the npc's inventory. Your mod is now an extension to the other, and it requires it to load/run.

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*sigh*

Fallout doesn't give crap if a mod's master is an esm or haves the esm flag or not, but the geck does.

Esmification does that, esmify, it allows you to load a mod as a master, just like you use fallout.esm as master, or the DLCs.

Once the mod is made, you can save it and return the original mod to their original form, removing the esm flag. This is known as espification.

Just like when you use fallout.esm as master, you're not "duplicating" the item, you're using it right there from the other mod into yours, the item from the npc's inventory that you added and the one you picked from elsewhere (spawned by the mod) will smell, taste, and feel equal, they'll even stack, scripts will work, and if the mod is updated and the item changes, so will the one in the npc's inventory. Your mod is now an extension to the other, and it requires it to load/run.

 

 

OK, thanks for the explanation.

 

I'm still a bit uncertain on some things but I don't want to wear out my welcome ;)

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