rakansc Posted June 30, 2009 Share Posted June 30, 2009 Being too much of a stickler for GFWL myself, I waited until the DLC came out on hard disks before I picked it up. Much to my dissatisfaction, the disk-DLC did not seem to work with mods without jumping through hoops similar to the normally downloaded DLC if you were stupid enough to believe patching with the official FO3 Patches might have solved the problem (meaning me). In particular, whenever I enabled the DLC in my load order, FO3 would crash whenever I tried to save, which was highly annoying. However, because I am lazy, I didn't want to jump through hoops. Truth be told - I didn't really care that much about the DLC content, though it did interest me some, I just wanted to be able to start modding the Opp:Anchorage material. So it occurred to me that, well, hey! Hard-Disk DLC installs differently than the GFWL DLC - it puts all the files right there in my data directory (or at least I think it does) instead of the GFWL DLC folder. Perhaps I could just create mod with new items that rely on Anchorage and Pitt content, but simply not enable them in the load order, because the files were in my data folder - I just needed to tell the game where to look. This is precisely what I did, and I found a surprising bonus (at least to me). If you duplicate a DLC-specific item in the GECK, save it under a new form-id, and then save it to a separate .esp mod, when you start the game with the mod installed the game will function as if you had the DLC enabled (provided you already had it installed) whether or not you enabled it in your load order. What this meant for me: This meant I could play the DLC without actually enabling The Pitt.esm and Anchorage.esm in my load order AND that I could play it with mods Bug Free AND I didn't have to depatch anything! It literally took 3 minutes of work! Outstanding! I have no idea if this will work with the GFWL version of the DLC or anyone else, but I figured it would be best to share with the rest here in case it proved useful. Link to comment Share on other sites More sharing options...
Skree000 Posted June 30, 2009 Share Posted June 30, 2009 ohh thats really interesting! but wait, wouldnt that mean youd have to open up each and every single form-id from each DLC and then duplicate it one by one? Isnt that a ton of files to process? how could someone duplicate over an entire esm of dlc in 3 minutes? if you have shortcuts please tell :) Link to comment Share on other sites More sharing options...
rakansc Posted June 30, 2009 Author Share Posted June 30, 2009 Nope! That's the crazy part! All I had to do to enable The Pitt was copy the Perforator (the custom Infiltrator Assault Rifle) to a new ESP under a different form ID (I called it 00CustomInfiltrator or something similar, and saved it under the Weapons>DLC Pitt directory in the GECK). Then I saved the ESP, added it to my load order, started the game and viola! The Pitt was enabled, and I was able to add an additional type of Infiltrator Assault Rifle to the game. I have no idea why it works, it doesn't make any sense to me either. I've checked and rechecked, and both Anchorage.esm and Pitt.esm are not part of my load order - just the .esp's I created which use material from either DLC. I am pretty sure this is a completely bug-free method as well. I have already completed all of Anchorage and am working my way through the Pitt without any more crashing than FO3 is already famous for. ;P Edit: I am also 99% positive this method is legal, as I think it requires that you already have the DLC installed/purchased - it's just a workaround for getting the DLC to work with mods. Link to comment Share on other sites More sharing options...
rakansc Posted July 2, 2009 Author Share Posted July 2, 2009 Gonna bump this one time in case anyone else might find it useful, then let it die. :) Link to comment Share on other sites More sharing options...
SymbolOfMight Posted July 3, 2009 Share Posted July 3, 2009 I have an idea of why it works, here is my explanation: See the regular interface with many systems in games and windows and everything else is that to prevent unneeded bugs and altercations with several files is to look for what this particular object comes from, for reference and confirmation reasons, so when you loaded that particular object into the game it checked where it came from, did a quick scan and found out that the object came from the Pitt folder and loaded that so the model can be scripted into the game nd loaded properly, which in turn goes like dominoes, the Perforator needed the scripted character to give it to the PC, which needed the sandbox to function which needed the atmosphere and worldspace of the Mill Ect. And Туда вы идете! You have your alternate way of loading DLCs! Link to comment Share on other sites More sharing options...
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