wektis Posted July 30, 2010 Share Posted July 30, 2010 Hi all, Long time lurker first time poster. I have just recently delved into the world of the GECK and creating fallout3 mods of my own. I have searched both these forums and google for an answer to my question unsuccessfully, it is basically this: I am making my own little player home and would like to incorporate the armory from a player home I have found on the nexus site. Is it simply a case of copying the required details over and placing them in my mod, or will I still need the original installed and running for this to work? Thanks. Wek. Link to comment Share on other sites More sharing options...
Tubal Posted July 30, 2010 Share Posted July 30, 2010 Generally you can't use another mod without copying or recreating the assets you want, since mods cannot communicate with each other.If the mod happens to be an ESM, which is unusual, then you can use it as a master in addition to the Fallout ESM, and you can freely use assets from it. What you want to do depends on what mod you're borrowing from: if it's custom furniture then recreation is the most practical solution for the end-user. If you want to put in new items from an overhaul like FWE then adding it as a master is the only way, since recreation would create duplicate items. Link to comment Share on other sites More sharing options...
rickerhk Posted July 30, 2010 Share Posted July 30, 2010 I am making my own little player home and would like to incorporate the armory from a player home I have found on the nexus site. Is it simply a case of copying the required details over and placing them in my mod, or will I still need the original installed and running for this to work? You can do it either way, but it will probably be cleaner (but more of a challenge) in the long run to use just the assets you want to from the original mod. By 'Armory', I'm assuming you mean a cell with everything in it? The challenge will be getting it intact from the original mod into your own esp. You can use FO3Edit for that - you will want to 'copy as new record' the cell, into a new esp (or your mod - AFTER you made a BACKUP). You want it as a new record (with a different editor ID) so it won't be a conflict with the original mod. Every record that you copy, you should rename with your own naming convention. Check the header of the new mod - if the original mod has been added as a master, remove it. Close FO3Edit, save the new esp, then open the new esp again with FO3Edit. Make sure the original mod DOES NOT load with it. If there are any other records you need, like scripts that run on objects in the armory, that reference the cell name or objects in the cell - these will need to be fixed. There could also be objects in the cell with Editor ID's specific to the original mod that will also need to be fixed. Checking the new esp for errors with FO3Edit will give you clues as to what you are missing and will show up as unresolved references - just keep in mind that this function does not check scripts for errors. A lot of things will get 'cleaned' when you next load the mod with the Geck. Don't click 'yes to all' to these errors. Make a note of every error, because it may only show once. A lot of these errors are 'cleaned' by the Geck by just deleting the unresolved errant record. If the errors are really bad, the Geck may just CTD, and you will need to use FO3Edit to temporarily 'fix' records that have an unresolved reference. The 'punch' list here is not exhaustive and others may have better ideas on how to go about copying assets, but this is the way I've done it, and learned a bit from it. Link to comment Share on other sites More sharing options...
Sepherose Posted July 30, 2010 Share Posted July 30, 2010 Well, ask permission of the author, find out about any scripts and if the original needs FOSE, if it does have/need either of those, you are going to have to as the author how you might go about doing it. There is also the possibility of getting permission, if you need FOSE, launch FOSE powered GECK, load their plugin, make sure not to set anything as active, find a cozy spot in said armory, add a door, make your home, add a door inside that, and link both said doors. Then you have a shared armory and access to both player homes from it, just make a note that the original author's mod is needed, and you should be good. This is all with permission of course. Oh, and make sure to Navmesh your home, and when you do, do it by hand. There are vids on Beth's youtube that explain it really nicely, and a few other things about dungeon/interior building. Link to comment Share on other sites More sharing options...
wektis Posted July 30, 2010 Author Share Posted July 30, 2010 Thank you very much for the replies, looks like its going to be more detailed than I thought, but then who doesn't like a challenge! Wek. Link to comment Share on other sites More sharing options...
Rabbit1251 Posted July 30, 2010 Share Posted July 30, 2010 You will only need permission from the mod's author if you plan to upload your version to the Nexus. If you are doing this just for yourself you are fine. Good luck with your mod. Rabbit Link to comment Share on other sites More sharing options...
Recommended Posts