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Official DLC Assets; How to Use Them?


Kazakovich

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I recently bought the Fallout 3: Game of the Year edition, and started out with Operation: Anchorage. One of the locations there had a very clean-looking utility tunnel set, which I'd very much like to use in a mod I'm sketching up. In Oblivion, with the Shivering Isles installed, I have access to all of the Shivering Isles-assets (such as ruin kits, equipment and so on) through the construction set when I load just the main file, all arranged in the list, neat and tidy. With Fallout 3, however, I can't access the assets used in the official add-ons from the main file, which is a shame, since I'd rather like to use them.

 

Let me just describe what I'm after. I'm currently planning an expansion mod for Canterbury Commons (No barred doors and more loot, basically), and one of the houses will connect to a small shelter (using the Utility set), which will then lead to a more pristine version behind a locked door, where no-one have been before. This is where I'd love to use the clean-looking set from Operation Anchorage, to make it stand out as pristine.

 

So my question is this; how to use assets from the official add-ons? Can I somehow combine the main Fallout-file with the add-on and thus create a separate ESP, just like you usually do? I think working directly on the Operation Anchorage-file would be way to messy, and the finished file to be gigantic.

 

This, of course, leads to my second question; is this allowed on the nexus? Or does this count as ripping files or something like that? What and how should I do to make it an allowed file?

 

If you read all of that; have a white russian! Thanks for the help beforehand! :laugh:

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Edit your GeckCustom.ini in your documents folder and change this line to a one:

bAllowMultipleMasterLoads=1

 

When loading the Geck, double click on fallout3.esm and Anchorage.esm and click ok. Save as a new plugin.esp.

 

Now your plugin has two masters and requires that any user of your mod must have OA and FO3. This satisfies the licensing requirements.

 

If you wanted it to be an add-on plugin to your main mod, you could convert that mod to an esm, and add it as a third master for the plugin you made above.

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