neok182 Posted May 5, 2009 Share Posted May 5, 2009 apparently what i recommended is impossible since it's a script command which is in the exe, NOT a script in the ESM. though heres the idea i just posted on the bethesda forums: What about figuring out what the script was and then modding broken steel to use a FOSE script that does the same thing as the EXE script. and that would make broken steel work. Correct? and/or possible? obviously this wouldn't be the best course of action since FOSE would be required and some people won't use it, but *ban me* if it'll work why not try it until a better option comes along. Link to comment Share on other sites More sharing options...
TGBlank Posted May 5, 2009 Share Posted May 5, 2009 A waste of time imho. Specially when you can just comment the line on the script and then manually replace the water types.Why break your brain re-implementing a feature when you can simply bypass it? Link to comment Share on other sites More sharing options...
neok182 Posted May 5, 2009 Share Posted May 5, 2009 agreed it would be easier. i just hate to see every location mod have to go through all this crap just to get 1.5 and broken steel to work. Link to comment Share on other sites More sharing options...
neok182 Posted May 5, 2009 Share Posted May 5, 2009 http://www.bethsoft.com/bgsforums/index.ph...0907&st=200 looks like the fake patch is going to be our savior he's going to remove the script and make Broken Steel work with the fake patch. hell yeah. Link to comment Share on other sites More sharing options...
TGBlank Posted May 6, 2009 Share Posted May 6, 2009 I believe you're misunderstanding the situation. - Patch 1.0.0.15 isn't plagued by 1.5's bugs. - Fake patch applies esm changes from 1.4 to 1.0.0.15 without touching the exe. Meaning, no broken vats (and no 1.5 bugs). That's all there is to it. Nothing more, nothing less. - Broken steel uses a new function introduced in 1.5 to change the water. - A user of fakepatch just downloaded the DLC, moded the dlc by removing the water-changing line, and is going to test it. If it works, him or another modder can come in and add fancy water replacing afterwards (that doesn't use the water-changing function). This would be 100% separate from fake patch, and would probably wouldn't be made by justinother (creator of fake patch). Think of it as "Broken Steel for fake patch". Link to comment Share on other sites More sharing options...
neok182 Posted May 6, 2009 Share Posted May 6, 2009 I believe you're misunderstanding the situation. - Patch 1.0.0.15 isn't plagued by 1.5's bugs. - Fake patch applies esm changes from 1.4 to 1.0.0.15 without touching the exe. Meaning, no broken vats (and no 1.5 bugs). That's all there is to it. Nothing more, nothing less. - Broken steel uses a new function introduced in 1.5 to change the water. - A user of fakepatch just downloaded the DLC, moded the dlc by removing the water-changing line, and is going to test it. If it works, him or another modder can come in and add fancy water replacing afterwards (that doesn't use the water-changing function). This would be 100% separate from fake patch, and would probably wouldn't be made by justinother (creator of fake patch). Think of it as "Broken Steel for fake patch". as long as broken steel works with some patch under 1.5 i don't care what it's called, who makes it or how it works i'll just be damn glad to have it. :biggrin: Link to comment Share on other sites More sharing options...
BadPenney Posted May 6, 2009 Share Posted May 6, 2009 *facepalm*dont do the persistent thing. Every persistent object goes to the savegame. You're just doing a painfully long process that will screw non-1.5 users and that is not easy to roll back.Divide your mod into an esm/esp pair instead.Everything you add to the gameworld, do it on the esm, modified navmeshes and edited game objects from vanilla need onam overrides but that will be automatized in next fo3edit.Not so hard to undo, since I backed up my file just before changing things to persistent. I generally make back ups to my .esp 2 to 3 times a day, just in case. But again, I don't know how to change .esp to .esm. My ignorance. Difficult? Easy? Any clues whare to look for a guide? I do not use fo3edit, is that necessary for this? Link to comment Share on other sites More sharing options...
TGBlank Posted May 6, 2009 Share Posted May 6, 2009 Its easier than persistenting a cell, that's for sure. There are 2 things to edit: the extension and an internal flag.The extension is just a matter of renaming the fileThe internal flag, you want fo3edit or tesnip for that, open it, head to file header and head to the empty field where flags go, and right-click -> edit. If you don't know where the flag should go, just check on fallout.esm or any esm for that matter, and see where the esm flag is. Link to comment Share on other sites More sharing options...
Skotte Posted May 6, 2009 Share Posted May 6, 2009 as one who went the pre-1.1 + fake patch route, is it worth it to upgrade my GECK to 1.5? Link to comment Share on other sites More sharing options...
woodrat Posted May 6, 2009 Share Posted May 6, 2009 I'd upgrade... I did myself earlier today. Everything runs a bit faster, GECK doesn't crash when you exit it, and minor improvments all around. I think the upgrade was worth it. Though as TGBlank said, FOSE hasn't released a patch for it yet. So if any of your mods use FOSE... best stick with the 1.0 for now. Link to comment Share on other sites More sharing options...
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