kl055 Posted February 15, 2010 Share Posted February 15, 2010 I am making a mod for foip that integrates the power armors by daejones into foip. my problem is that no matter where on the load order FOOK2 - Main.esp is, it keeps overriding my esp. I know it is this esp that is causing problems. My mod works fine when I turn off FOOK2 - Main.esp. Can anyone help me out? Link to comment Share on other sites More sharing options...
kl055 Posted February 15, 2010 Author Share Posted February 15, 2010 I've tried modifying FOOK2 - Main.esp as well as the esm and I've also done "copy as override into..." in fo3edit. none of them worked Link to comment Share on other sites More sharing options...
mechine Posted February 15, 2010 Share Posted February 15, 2010 You're not going to be able to magicly FOIP something like that, just guessing. Fallout.esm, FOOK2, Daejones all have the form id for PA which they are all the same item even though the may look different. Let's say the form ID is 00004444, in FOOK2 it's 3A004444, in Daejones it's 34004444. Those are all the same thing, depending on the order one will override the last, with the last one being what's used in-game. Your best bet would be to change the form Id inside Daejones PA. Open Daejones PA with GECK set it to active, find the power armors it changed, double click them, change the names, hit okay, yes create a new form, then place them in the game world somewhere. Since I don't really know much about Daejones PA, you could also open FO3edit, load the whole load order, go to the Daejones PA mod in the list, open it up, open armor, click on one of them, which will bring up all the work that is being done to that form ID across the load order, with fallout.esm at the far left, various mods in the middle, then which ever mod wins (gets used in-game) is the one at the far right. This would confirm that the Daejones PA mod only changes vanilla content rather than adding new content. Let's just say that ModA has really nice meshes for power armor, then ModB has really nice textures for power armors, you could FOIP it so that the really nice meshes were used with the really nice textures in the final entry, but it's not really FOIP, it's an override. You can learn about overrides in the web-ensized FO3edit guide by CSB or by searching override on nexusforums. The tricky part is that power armor uses gloves an a scuba tank. These are armor add on's. When you open a power armor in GECK to edit it you'll see that there's something called a bi op list. I reckon that's what it's called. Anyhow FOOK2 has different gloves an even a new scuba tank. So that will override an carry over into whatever powerarmor mesh/texture which is created after FOOK2 in the load order. So if your flashy power armor has the wrong tank or maybe the wrong gloves. To change it you would have to create a new list for that power armor in GECK. Pretty much you would create new items in add on's for both the tank an gloves, then create a new list, drag an drop the items you created in add on's over to the list edit window, name the list, then select the list for the power amor. The first one is kind of tricky, the list edit will crash GECK if you use it the wrong way. Link to comment Share on other sites More sharing options...
kl055 Posted February 15, 2010 Author Share Posted February 15, 2010 Daejones PA mod replaces the vanilla PAs. The modifications I made were basically drag and drop so that the stats and scripts were consistent with FOIP. The biped list and all the addons list were dragged and dropped from the PA mod into fook2 esp so it should work. Link to comment Share on other sites More sharing options...
kl055 Posted February 15, 2010 Author Share Posted February 15, 2010 I don't know why I am running into so many problems. It's really quite simple and I've done this for Oblivion mods before. If anyone wants to take a look at it I've uploaded it. http://ifile.it/zgluib8This one was made using "copy as override into"The only mods that were loaded were Fallout.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - Main.espcolossus.esp Link to comment Share on other sites More sharing options...
mechine Posted February 15, 2010 Share Posted February 15, 2010 Well you can't override a .esm which comes to mind, kind of what .esm is anyway. Most folks figure that .esm is the dirty way to get something done, just because .esp plug in's are a much cleaner way. Anyhow if you override something from a .esp, the .esm is just going to override that. Which in your case for what you were wanting to do whatever settings you wanted for power armor, would have to be in FOOK2's .esm's Yay I was right, anyway, while you can't create a generic FOIP to do this, you can just change the settings for your .esm which will make it work on your system. I can't answer if it would be legal or even a good idea to upload your version of someone else's .esm in order to provide a FOIP for others. Which is a mute point anyway, as generic patches won't work for everybody because we all have different load orders. Sounds like another reason to spend some time working with the web-ensized FO3edit guide by CSB http://www.fallout3nexus.com/downloads/file.php?id=9616 Link to comment Share on other sites More sharing options...
kl055 Posted February 15, 2010 Author Share Posted February 15, 2010 that webpage doesn't provide troubleshooting I've tried modifying FOOK2 - Main.esp as well as the esm so I've already done what your suggested and modified the esm but the changes I make in fo3edit don't show up in game even though I've sucessfully saved the file and there are no other plugins active that culd be overwriting my changes Link to comment Share on other sites More sharing options...
mechine Posted February 15, 2010 Share Posted February 15, 2010 urgh... Web-ensized is a guide, fine don't use it and don't learn what you are doing. In your load order power armor is going to be using more than one .esm Which is my best guess why it isn't working, make all the entries match, for whatever it is you want to do. You don't need a override to do this. The overrides only come in if you were wanting to create an item which uses different things from different mods. Like as an example Vodka which gets you drunk from inebriation.esp, effects thirst from realinjuries.esp, has distruction data from FOOK2, or gives you an empty bottle from some other mod. Now say you change the entries for your power armor, so that FOOK2 an FWE an all that crap uses the DaeJones PA, then you go in-game an look at the BOS NPC's an they are still wearing the vanilla, FWE, or FOOK2 stuff. hey it's not working, zomg! yeah that's because deeper in the system in those mods sometimes lists are used in order to equip a faction, or like if you wanted to add 40 things to a container without actually adding them in, If you create those 40 things in a list, then the system will randomly (by chance) put some of it in there an some of it won't depending on the chance at each spawn. I don't really get into it, so I couldn't tell you exactly. Form lists or something I reckon is what it's called. But I ask you this, how are you testing to see if your changes have worked? Trying on the power armor on the player, or looking at NPC'sanyhow it could be the case that it's not a simple add item to NPC or that there are seperate items applied to NPC's which would give the idea that what you did isn't working. The only reason I'm saying it, is because you've made the changes, but don't see the result. Which suggests that you either messed up the changes, or made the changes on the wrong form ID. It's not just FOOK2.esm you have FWE as well, yeah they would all have to match as far as the .esm to keep them from being injected into the .esp while in-game (something like that) Link to comment Share on other sites More sharing options...
kl055 Posted February 15, 2010 Author Share Posted February 15, 2010 urgh... Web-ensized is a guide, fine don't use it and don't learn what you are doing. i already went over that guide and it provides general use info. it isn't particularly useful in my situation. i have a very specific problem which is not addressed in the guide. In your load order power armor is going to be using more than one .esm Which is my best guess why it isn't working, make all the entries match, for whatever it is you want to do. You don't need a override to do this. The overrides only come in if you were wanting to create an item which uses different things from different mods. Like as an example Vodka which gets you drunk from inebriation.esp, effects thirst from realinjuries.esp, has distruction data from FOOK2, or gives you an empty bottle from some other mod. Now say you change the entries for your power armor, so that FOOK2 an FWE an all that crap uses the DaeJones PA, then you go in-game an look at the BOS NPC's an they are still wearing the vanilla, FWE, or FOOK2 stuff. hey it's not working, zomg! yeah that's because deeper in the system in those mods sometimes lists are used in order to equip a faction, or like if you wanted to add 40 things to a container without actually adding them in, If you create those 40 things in a list, then the system will randomly (by chance) put some of it in there an some of it won't depending on the chance at each spawn. I don't really get into it, so I couldn't tell you exactly. Form lists or something I reckon is what it's called. But I ask you this, how are you testing to see if your changes have worked? Trying on the power armor on the player, or looking at NPC'sanyhow it could be the case that it's not a simple add item to NPC or that there are seperate items applied to NPC's which would give the idea that what you did isn't working. The only reason I'm saying it, is because you've made the changes, but don't see the result. Which suggests that you either messed up the changes, or made the changes on the wrong form ID. I'm not adding new items. I'm simply changing the path of the biped model and altering some stats of power armors in foook2 It's not just FOOK2.esm you have FWE as well, yeah they would all have to match as far as the .esm to keep them from being injected into the .esp while in-game (something like that) so i have to change all the esms? :wallbash: nvm. i think i have another way to do it. i'll organize the meshes in a folder so that they act as a replacer and maybe make a patch or something to alter the stats of the armors thanks for your help though, and kudos for being so patient Link to comment Share on other sites More sharing options...
mechine Posted February 16, 2010 Share Posted February 16, 2010 :D well yeah I figured before we got into it that making daejones PA new form id's would be more easy. When all the modding started it was all replacers, an some of that is still around, either from old files, or bad habits. Part of the work when I'm making mods, is making them so they won't conflict with anything, unless it's something that hasn't been done. Theres only a few things that haven't. Good practice though, keep at the FO3edit stuff. Eventually you'll figure out how to do crazy stuff with it. Link to comment Share on other sites More sharing options...
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