Harkonnen6669 Posted December 3, 2009 Share Posted December 3, 2009 There's several mods that are really awesome, and I would like to move them into my megaton house and out of their custom mods. Here are some examples: 1. A player home mod with "merchant intercoms", allows you to talk to most vendor in the game. I would like to extract the intercom from the mod into my Megaton house. 2. Another player home with activator scripts that automatically sort craftable items from my inventory into boxes. I would like to place the activator and boxes on my workbench in the Megaton house. 3. Another mod adds an ammo press to My Megaton House. This is in and of itself fine but i am playing through with FOOK2. As you know, FOOK2 has many new ammo types. Now, FOOK2 already works fine with the REAL ammo mill, but I don't really want to travel all the way out there just to merge some ammo. I assumed this would be as simple as pointing the terminal to the "real" ammo press and the materials bin to the "real" materials bin, but I can't figure it out for the life of me. I have FO3edit, FOMM, and GECK, so if anyone could point me in the right direction as to any of these, it would be greatly appreciated! Link to comment Share on other sites More sharing options...
Skree000 Posted December 6, 2009 Share Posted December 6, 2009 okay if you seriously want to move these things to your megaton house, it can be done, but it looks like it would be a pain in the butt. Heres the basics of how you would do this, theoretically. Load up the Geck with ONLY the ONE mod you want to 'move to your megaton house'. Look for the world-placed objects that you would like to have in your house.Look inside the contents of that mod and Duplicate everything, (ie. make copies of everything in that mod).Rename them so they dont overwrite the old ones. (ie. if the Ammo press is called AmmoPress, rename it to MyAmmoPress or something.) Once you have copied the guts of the ESP, save it as a new ESP and make sure the contents of it are unique and it doesnt require or contain traces of the old one you started with. Once your ESP is standalone, open up all the scripts and objects and check all the names of everything and make sure they all work together, and are all properly linked up. (this takes a few hours depending on how much content there is)By the sounds of it you are only really looking for one or two aspects of a mod to implement, so youd only have to duplicate those PARTS of the esp. When all that is said and done, look for the World-placeable objects that the scripts are referring to, and put one in your house. try it out... the preceding is fairly generic protocol for duplicating any part of any mod you run into. Ive done it with J3x's driveable chimera tank when i conformed it to work with my Bf2142 mod for driveable vehicles. Just takes a long time and you have to be VERY picky Link to comment Share on other sites More sharing options...
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