duckdude Posted May 3, 2009 Share Posted May 3, 2009 i have now been searching all over both the web and this forum, without any answear to my question: :wallbash: How do you for instance make it so that the NPCs in the mod you are making can use gear from other mods? Or if i want to use one of the many tactical armours out there in my mod, how would i make it work? i Have tried and first it did not show up in their inventory at all. So i went into the GECK and gave the item a new name, and said yes to make a new entity. After this the NPC wear the vest in game, but it does not have a texture. What am i doing wrong? :blink: And before anyone tells me, yes i know you should ask for the modders permission before using their work :rolleyes: Link to comment Share on other sites More sharing options...
NaboeN Posted May 3, 2009 Share Posted May 3, 2009 And before anyone tells me, yes i know you should ask for the modders permission before using their work :rolleyes:...unless the author has the go-ahead given in the file description or ReadMe, which I've been going after for my mods (most of them unreleased though) What I do mostly is creating a new item, the way you did. Then I go to where the model path is, and there I put in the path of the I would like to use instead.Hope that helped a little, 'cause I haven't gotten it to work on armors, only on weapons Link to comment Share on other sites More sharing options...
ezeepeezee Posted May 7, 2009 Share Posted May 7, 2009 You can use FO3Edit to convert the .esp's containing the npc(s) you want to modify and the gear you want to use into esm's (not the file extension, just the header). Do that by selecting the file header in FO3Edit and enabling the ESM flag. Do what you want with them in the GECK, and then once you're finished, remove the ESM flag from them. Link to comment Share on other sites More sharing options...
OpposingFarce Posted May 7, 2009 Share Posted May 7, 2009 EDIT: Nothing to see here... Don't use the Plugin Editor. Just say no. Link to comment Share on other sites More sharing options...
TGBlank Posted May 7, 2009 Share Posted May 7, 2009 *facepalm* OpposingFarce, reading your post after about 2-3 different posts a day each describing how to de-isolate mods by yours truly for the past 2 months is HIGHLY annoying. Merging mods is bad. Your work becomes incompatible and must be re-made from scratch everytime one of the merged mods is upgraded. So is modifying the original mod esp for the same exact reason. Not to mention that automatic merging tools arent perfect and can do bad jobs.Making mods of mods is easy and quick to upgrade and/or fix. All you need to do is open the desired to-be masters on fo3edit, go to file header, and add the esm flag (if unsure, look at any esm to see where the flag is). Save & exit, make your mod, and then reverse the flagging process.Learning to use fo3edit is a highly desireable skill for any modder-to-be, it allows you to clean the mess the geck often leaves behind quickly and effortlessly, it even comes with filters and color-coded interface, and offers side-by-side comparison for conflicts. Mods that haven't been properly cleaned up with fo3edit are prone to have dirty data that can cause hideous conflicts that are rather hard to track. Heck, it even lets you drag&drop things between mods. Link to comment Share on other sites More sharing options...
jackpack Posted May 8, 2009 Share Posted May 8, 2009 ok ok all good. im onto know thrying to figure out how to get the "alien101" into my mod. any ideas anyone? if anyone tells me ill give them a beta & its the only one going out... Link to comment Share on other sites More sharing options...
jackpack Posted May 8, 2009 Share Posted May 8, 2009 http://www.fallout3nexus.com/downloads/file.php?id=5022 Link to comment Share on other sites More sharing options...
OpposingFarce Posted May 8, 2009 Share Posted May 8, 2009 I did not have such an easy time with FO3Edit then. It was my fault then. The plugin thing was just simpler for me to use for what I do. I only merge Enclave Commander, WMK, and some armor and weapon mods. Neither EC and WMK have been updated in a while, and neither are the weapons I use, so remaking the plugin wasn't never became an issue. I have just tried the ESM flagging thing, and then using the GECK. It takes longer, but it would ensure I never have to worry about duplicate mods, if that makes sense? (Like the code appearing twice but under two different names?). I haven't had issues since my mods aren't very intense or big, but this works. I just tested it with Enclave Commander and Skrees BFWeapons. I still find the documentation for FO3Edit confusing, when I look at the page. If I had Oblivion maybe it would be more intuitive. EDIT: Your mod involves the rigged Alien? Intriguing. Link to comment Share on other sites More sharing options...
jackpack Posted May 8, 2009 Share Posted May 8, 2009 EDIT: Your mod involves the rigged Alien? Intriguing. very intriguing :D still dosnt help he get it in there :( haha. i think its something like opening the origonal fallout 3 meshs & then adding it. hope not. Link to comment Share on other sites More sharing options...
duckdude Posted May 8, 2009 Author Share Posted May 8, 2009 OK guys, i actually found out how to do it. First just load up the mod with the thiny you want into your mod in geck. Then:1. make a copy of the item from the mod you are going to take it from. (like a tactical vest in my case)2. Then you go into the Fallout3 datafiles, copy the textures that came with the mod you want to steal, then glue them into a new folder (or in my case a Duckdude folder, where i keep all the textures for my mod) ALSO IT MUST BE IN THE FALLOUT 3/DATA/TEXTURES folder.3. Go into Geck and make texture sets with the copied textures (wich i in my case renamed)4. Add the texture sets to the armour entitiy you erlier copied. Here is a great guide on texture sets, Not made by me. Good luck to you all, in my case the problem was to find out about texturesets after that everything went smooth. Also thanks to Naboen for pointing me in the right direction. :thanks: Link to comment Share on other sites More sharing options...
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