lowhkhee Posted March 31, 2010 Share Posted March 31, 2010 Hi guys, I'm just about finished with my first G.E.C.K. project, its yet another PC home. I've looked around a lot of the vaults available for DL and theres always a couple features missing. Such as a clinic, I even have an NPC vendor in one room. I haven't been able to find any good tutorials on exporting a FO3 plugin. I want to make sure I do it right to minimize complaints when the thing goes live. Also, in my plugin file it lists a required master file to a plugin that I didn't use to create the player home, how can I go about removing it from the list?? Thanks guys! - Lowhkhee Link to comment Share on other sites More sharing options...
pkleiss Posted March 31, 2010 Share Posted March 31, 2010 To 'export' a plugin, you just need to upload the ESP file. If you made custom meshes, textures, sounds, creatures or the like, then you'd want to create a new folder structure somewhere on your PC that is identical to Fallout 3 and then puts copies of all you custom content files into those folders. Then from the root of that folder use a tool like 7Zipto create an archive of your esp and all the sub-folders and files. Then just upload that to a Nexus page. To remove a master dependency, you'll need a tool like FO3Edit and its manual. There is an option to remove masters in FO3Edit, but it will only remove masters if there truly is no dependency. If you accidentally used some content from the master you want removed, you'll have to learn how and then remove those record from your plugin first. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted March 31, 2010 Share Posted March 31, 2010 If you're sure you don't have any dependencies, right click on your plugin in FO3edit and look for 'clean masters' or something similar. Link to comment Share on other sites More sharing options...
lowhkhee Posted April 1, 2010 Author Share Posted April 1, 2010 Hey thanks guys! I'll be uploading v1.0 this evening! Link to comment Share on other sites More sharing options...
BrendonLeCount Posted May 23, 2010 Share Posted May 23, 2010 I brought this thread up with a google search. In FO3Edit there seems to be a difference between choosing "clean masters" and manually removing masters from the header. I kept trying to remove the masters manually (I was splitting up a merged DLC compatibility file into 5 seperate files for each DLC) but upon reloading the split .esps, I'd get italicized formIDs for all of the ingestibles, meaning it was seeing them as new items rather than overrides of existing items. "Clean Masters" worked right though, and when I did it it put a number of the items in bold, meaning changes had been made to more than just the header. I'm not sure what exactly it does differently, but it's definitely the thing to use. Link to comment Share on other sites More sharing options...
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