senox13 Posted July 7, 2014 Share Posted July 7, 2014 So, if I were to make a mode for Fallout or TeS that didn't use the game's main .esm file, which gameplay elements would stay and which would be gone? like, would the S.P.E.C.I.A.L stats in fallout still be there? Or would I have to put them in myself? I'm not even sure if mods can be made that son't use the main .esm, but I assume they can. Thanks. Link to comment Share on other sites More sharing options...
Purr4me Posted July 7, 2014 Share Posted July 7, 2014 Your assumption is correct, yes, it can be done, several mods have been made that indeed do that. Objects can be scripted in a world space VIA spawn instructions but held back until needed. Fallout, Anchorage uses the main for the beginning, but the actual Sims not use the main file. Just a small example, there are better ones I am sure. the main master has no Master unto it's self so yes, this is very possible.interesting.....................kitty Link to comment Share on other sites More sharing options...
devinpatterson Posted July 7, 2014 Share Posted July 7, 2014 So, if I were to make a mode for Fallout or TeS that didn't use the game's main .esm file, which gameplay elements would stay and which would be gone? like, would the S.P.E.C.I.A.L stats in fallout still be there? Or would I have to put them in myself? I'm not even sure if mods can be made that son't use the main .esm, but I assume they can. Thanks. Fire up the geck, but don't load a esm. There's maybe around a 100 forms (mostly furniture markers, messages, sounds and menuIconEquipType). Not much, not much at all...... Link to comment Share on other sites More sharing options...
devinpatterson Posted July 7, 2014 Share Posted July 7, 2014 Looks like stats are there, listed under player anyway. Link to comment Share on other sites More sharing options...
senox13 Posted July 7, 2014 Author Share Posted July 7, 2014 OK, I've hit a small roadblock here. I can't uncheck FalloutNV.esm to do any tests. Do I just need to move it to a different folder? Link to comment Share on other sites More sharing options...
Purr4me Posted July 7, 2014 Share Posted July 7, 2014 OK, I've hit a small roadblock here. I can't uncheck FalloutNV.esm to do any tests. Do I just need to move it to a different folder?um, we have no idea what your talking about, cuz there is not enough background as to your position, what your doing , where your at? Un-check where? in game, in Geck, in mod manager, in what?try to at least give us an idea of what you mean.kitty Link to comment Share on other sites More sharing options...
senox13 Posted July 7, 2014 Author Share Posted July 7, 2014 OK, I've hit a small roadblock here. I can't uncheck FalloutNV.esm to do any tests. Do I just need to move it to a different folder? OK, I've hit a small roadblock here. I can't uncheck FalloutNV.esm to do any tests. Do I just need to move it to a different folder?um, we have no idea what your talking about, cuz there is not enough background as to your position, what your doing , where your at? Un-check where? in game, in Geck, in mod manager, in what?try to at least give us an idea of what you mean.kitty Oh, sorry. In the launcher. I haven't even started in the GECK yet, because I can't figure out how to launch the game without the Fallout NV.esm. Link to comment Share on other sites More sharing options...
Purr4me Posted July 8, 2014 Share Posted July 8, 2014 ok, you can not run the game without that, that IS the game, understand? so, you are miss understanding the meanings here. in the geck, run it. it opens up. ther is limited data available because the procedures needed to "extract more data for use " are to Enable a master source file, in this case that is the main file "falloutNV.esm", but that's not what the answer was about. it was about making NEW content from whats listed available in the gecks content "loose files" some not loose bare are contained in bsa archives. you can increase more by extracting data from the archives into the data directory move those to a folder on the Root of C:\Source placing the files you extract into a folder named so, the geck will access that even if it's out side the game folder if things are set up correctly.best to make it in the main game folder. how you test it to see if you have done it correctly is find something not listed in whats available and extract only that in this manner. as a beginner, you will find it easier this way, one small step at a time. all the launcher is ...is a way to control playing the game, it's settings and things, it's not part of any editing software. you need to make a newworld space in the geck with no maser file selected. how you go about it? what you choose to do? is on you, I can't read your mind. I can guess what you want. I can attempt to even make a simple thing for you to see if that is what your after but it won't be for NV game. FO3 only some one else can do this for you with this game because it involves very crafty craftsmanship to overt master files interferences. you can make weapons, armor, houses, structures. just things as kits' saved as kit's esp's. then you copy these assets into the appropriate directory structure that matches the games structure and then use a new esp it access this to throw into the world space of choices. Link to comment Share on other sites More sharing options...
senox13 Posted July 10, 2014 Author Share Posted July 10, 2014 ok, you can not run the game without that, that IS the game, understand? so, you are miss understanding the meanings here. in the geck, run it. it opens up. ther is limited data available because the procedures needed to "extract more data for use " are to Enable a master source file, in this case that is the main file "falloutNV.esm", but that's not what the answer was about. it was about making NEW content from whats listed available in the gecks content "loose files" some not loose bare are contained in bsa archives. you can increase more by extracting data from the archives into the data directory move those to a folder on the Root of C:\Source placing the files you extract into a folder named so, the geck will access that even if it's out side the game folder if things are set up correctly.best to make it in the main game folder. how you test it to see if you have done it correctly is find something not listed in whats available and extract only that in this manner. as a beginner, you will find it easier this way, one small step at a time. all the launcher is ...is a way to control playing the game, it's settings and things, it's not part of any editing software. you need to make a newworld space in the geck with no maser file selected. how you go about it? what you choose to do? is on you, I can't read your mind. I can guess what you want. I can attempt to even make a simple thing for you to see if that is what your after but it won't be for NV game. FO3 only some one else can do this for you with this game because it involves very crafty craftsmanship to overt master files interferences. you can make weapons, armor, houses, structures. just things as kits' saved as kit's esp's. then you copy these assets into the appropriate directory structure that matches the games structure and then use a new esp it access this to throw into the world space of choices.I think that you have misunderstood my problem. Making a mod that doesn't use the Fallout NV.esm is impossible and pointless if I can't NOT load Fallout NV.esm. Sure, I can just move the file out of the data folder, but I figure that there's a n easier way to do that. Am I wrong? Link to comment Share on other sites More sharing options...
Purr4me Posted July 10, 2014 Share Posted July 10, 2014 Project Brazil has FalloutNV.esm as master but, it does not use it at all, at least as far as version 131 was last time looked? It is a brand new game, built from the NV games data but uses only Fallout3's unUsed data that was left inplace in the data base NewVegas was buiilt from....BY bethesda. No, I am not mistaken, there's a n easier way to do that. Am I wrong?Braxil. was not easy ,ther eis a lot, I mean a lot of hard complex work required to do this. How ever, ther eis a modders resource New world mod here on the site, the NV site, but I can't recall the name, it's a brand new world for you to create your own world space. why am I so positive? because the games engine was made to use that files name as master, IF you have a new mod built and does not link in or references any NV data or archival data directly to the master file, you can rename your mod to the master files name and the games engine will run it. IT's called development. How ever, you require permission for asset use in order to post or upload such an animal.that you won't get. Unless your very very good, or have help as the Brazils teams listed teams mebers shows, it can't be justa one person operation, it would take way to long. ther eis no eaier way, you must have the name for the engine to load it. OR you must have the source code for the game to creat a brand new game. Either case, you can only research and attept or recrute help to do it. the tricky way to see if the mod you make if you made one already is to provide the engine with a Blank "fake" esm master file. you can make one for that purpose uing a jav program, the data you made will simply get injected into that because ther e is no data there, how ever, your resources for the games engine need to be in place too, bsa's and things, textures, meshes, video, sound, musics, vioce if any, interfaces, menus, all of that ere called up by the engine. Link to comment Share on other sites More sharing options...
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