Papajack55 Posted July 7, 2010 Share Posted July 7, 2010 I have noticed that when you add a mod to a game in FO3, if it's an esp file, and cannot be switched to an esm, file, you may have a problem running it in your game. The reason an esp file may not be able to be switched is because its already a master file. Now I did noticed that I added the esp files directly to the fommand saved each file upon adding. It seems to work so far. Although sometimes at the beginning of the game, the game will stop and shut down. Link to comment Share on other sites More sharing options...
fap6000 Posted July 8, 2010 Share Posted July 8, 2010 Well there's no reason why you couldn't switch every mod to be a .Esm, The way it was designed to work was to have new content created inside .Esm, then that new content placed into the game world via .Esp Which would probably work great if we followed those rules, we don't though. In the mods you download you'll have new content created an placed in both .esm and .esp mods, with virtually no way to filter that out, as to keep with the "rules" That being said in our current situation, .Esm is the "dirty" way to do get something done. Only because .Esp would be much cleaner, because nothing really states that you can't create new content and place it in the game world inside one .Esp A very good example of this is 20th century weapons. The .Esm only creates new weapons an projectiles which are all single entries in no way related to the Fallout.esm or any other mod, it's 100% clean, then inside the 20th century ALIVE .esp plug in's the weapons created inside the .Esm are added to loot lists or weapon lists for NPC's and such. Also note it was created in a modular way as to allow the plug in's to all work seperately. I only know of maybe 1-2 other mods that even consider using this modular method, much less pay attention to the "rules" for .esm .esp It is what it is, an trying to fix it now is a waste of time. FO3edit master update came about from the 1.5 patch breaking most of the mods out there. We still use it nowdays though, because it cleans up some hidden data, while also making all of the mods Psudo .esm (fake .esm) which is the same thing as far as the game engine is concerned. It also can be performed in about 30 seconds, either turning all the mods into psudo .esm or restoring them to their default .esp state Basicly before I start playing I master update, then before I start making edits, fixing, or creating I master restore. Webensized FO3edit guide by CSB http://fallout3nexus.com/downloads/file.php?id=9616In so many words guide http://fallout3nexus.com/downloads/file.php?id=13100Nexus Article database http://fallout3nexus.com/articles/ Link to comment Share on other sites More sharing options...
Papajack55 Posted July 14, 2010 Author Share Posted July 14, 2010 (edited) Well there's no reason why you couldn't switch every mod to be a .Esm, The way it was designed to work was to have new content created inside .Esm, then that new content placed into the game world via .Esp Which would probably work great if we followed those rules, we don't though. In the mods you download you'll have new content created an placed in both .esm and .esp mods, with virtually no way to filter that out, as to keep with the "rules" That being said in our current situation, .Esm is the "dirty" way to do get something done. Only because .Esp would be much cleaner, because nothing really states that you can't create new content and place it in the game world inside one .Esp A very good example of this is 20th century weapons. The .Esm only creates new weapons an projectiles which are all single entries in no way related to the Fallout.esm or any other mod, it's 100% clean, then inside the 20th century ALIVE .esp plug in's the weapons created inside the .Esm are added to loot lists or weapon lists for NPC's and such. Also note it was created in a modular way as to allow the plug in's to all work seperately. I only know of maybe 1-2 other mods that even consider using this modular method, much less pay attention to the "rules" for .esm .esp It is what it is, an trying to fix it now is a waste of time. FO3edit master update came about from the 1.5 patch breaking most of the mods out there. We still use it nowdays though, because it cleans up some hidden data, while also making all of the mods Psudo .esm (fake .esm) which is the same thing as far as the game engine is concerned. It also can be performed in about 30 seconds, either turning all the mods into psudo .esm or restoring them to their default .esp state Basicly before I start playing I master update, then before I start making edits, fixing, or creating I master restore. Webensized FO3edit guide by CSB http://fallout3nexus.com/downloads/file.php?id=9616In so many words guide http://fallout3nexus.com/downloads/file.php?id=13100Nexus Article database http://fallout3nexus.com/articles/ Now, I have saved them in the Bethesda files, in data. But some files just won't work, even with invalidator. I have checked and double checked, but when I tried running shojo companions, shojo race and the files needed to run them, they coincided with other main files in the fomm and the data files. Maybe I am doing something wrong, I don't know on this. I'm still experimenting at the time. Thanks for your reply, it may have helped though. Much appreciated. Sorry, that was "conflicted with other files." Edited July 14, 2010 by Papajack55 Link to comment Share on other sites More sharing options...
fap6000 Posted July 15, 2010 Share Posted July 15, 2010 What is it that you are trying to do, because you have lost us. Fallout3.esmThePitt.esmAnchorage.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmxCALIBR.esm20th Century Weapons.esmARSENAL MOD.esmMart's Mutant Mod.esmEnclaveCommander-OA-Pitt-Steel.esmDCInteriors_ComboEdition.esmStreetLights.esmEnhanced Weather - Rain and Snow.esmRI_Core.esmProject Beauty.esmSharing and Caring Companions.esmLings.esmLingsFinerThings.esmLingsDLC.esmEnhancedChildren.esmShojo Race.esmRRCompanionVault.esmNos' Cosmetic Resource.esmHerculine's RR Scouts.esmUF3P DLC Merged.espEVE.espEVE Operation Anchorage.espF3UmpaAnimation.espThe Groovatron.espThe Groovatron_DLC_Anch_Addon.espThe Groovatron_DLC_Pitt_Addon.espThe Groovatron_DLC_PL_Addon.espUPP - Original Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Beverage Perks.espUPP - Quest Perks.espUPP - Experience Perks.espGalaxyNewsRadio100[M].espCALIBRxMerchant.espDK_BulletTime.espVATS - MCE.espVatsLongerDistance.espPrecision_AutoAim_6000.espKaBOOM.espLessBouncyGrenades.espShellRain.espVendorCapsIncreased50X.espUnlimited Death Reload Time.espModern weapons.espHZ_Glock.espFullAutoPistolsV1.0med.espFullAutoPistolsV20test.espAzarGypsyOutfits.espAzarGypsyOutfits_Malika.espTailor Maid.espTailor Maid Black Retex.espTailor Maid PITT.espTailor Maid Anchorage.espTailor Maid Brokensteel.espTailor Maid ZETA.espTalonExtraArmor-RE-Dub.espBooks02.espMothershipOmega.espBanks of the Wasteland.espMegaton Tweaks 1.28 (no podium).espWater_Tower_Hideout_byOrophin.espGG_WaterTowerHideout_v1_22_Alt.espStreetLights - Wasteland.espKaza's NorthwestSeneca.espWIP_BigTown.espCanterburyCommonsInteriors.espCEI - CaesarrulezExcessiveInteriorsEN.espRepublic of Dave Expansion Merged.espYevicsUrbanTownhome.espDCInteriors_ComboEdition GD Plug in.espDCInteriors_DLC_Collectables.espNot alone in the Wasteland anymore.espCrowdedCities_v2.espFalloutFood.espShadsCoffaMatic.espBottle That Water.espUsableCigarettes.espInebriation-FOSE.espRI_Base3.espRI_PNeeds2S.espRI_FOSE.espRI_DoctorCost.espRI_CrippledEffects.espRI_Alcohol.espRI_LootTableRI.espRI_LootTablePN.espRI_PNAnchorage.espDarNifiedUIF3.espRI_PrimaryNeeds_DUI_Plugin.espRivens_Eyescapes.espPlayerOnlyJGRetexture.espFellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espFellout-pipboylight.esp20th Century V5 ALIVE Merged.espS.T.A.L.K.E.R. MOD.espARSENAL MOD.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espRI_PNMMM.espMMZombieCemetery-Merged.espProject Beauty_Plug in Bietch!.espProject Beauty- Point Lookout.espProject Beauty- Broken Steel.espSCC - Talk to Anyone.espT_R_A_S_C_H.espSCC 187GURLZ.espLingsFinerThings.espRRWastelandPosters.espRR Companion Vault 20thCW Supply.espNos' Vault 1 Remodel.espRRUmpaDance.espAll RR Companions Merged an Plugged.espHerculine's RR Scouts DLC in a GD plug in.espHerculine's Shojo Companions in a GD plug in.espPolarbear's Companions in a GD plug in.espTOADS PEOPLE_Merged.espdD-Larger Blood.espdD-Reduced Ragdoll Force.espHideouts731.espsc_slaves_stick_around_original_mezz_chance.espFullAutoPistolsReapingBuster.espOverride-Drugs.espOverride-Dialog.espOverride-Scripts.espOverride-DLC.espOverride-EVE.espOverRide_NPC.espMergePatch.esp Link to comment Share on other sites More sharing options...
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