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Re-access pre-made mods for further modification


boozhah

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I started making a mod, it happens to be a pretty big mod actually, such as one that cant be completed in a single night, after i finish for the night i save. my question is, how do i correctly re-access the file, do i startup from GECK, Fallout 3, or my mod? once the Geck is running, do i just load my Mod? ive tried to startup from Geck, and Fallout, then load my mod, it shows my modifications, but when i save, it prompts for a new save, and if i try to save over the current mod, says its active or in use.

 

what is the correct method? i dont want 15+ saves for a single mod.

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Ifi this question has already been answered, or is in a wrong location, i am sorry.

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i'm not sure what do you mean by that

listen, if you want to update a mod you made, or keep working on it, just open the GECKs Data, find the file, check it, and click the make active file button, or whatever it is called

then you'll see that instead of having the word plugin next to it, it will have active file, or something like that

 

not sure how many ways you can open the GECK in, but i'm sure it will work, no matter how you open the GECK

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wow, ok, one by one

 

about combining mods, i really don't know..... google it, it is usually the easiest answer

 

how to connect worlds is probably by their locations, but i have never created a cell, so i have no idea

again, google it, and see

 

about the door, this i believe is a script

i think you need to make a script that will run when you activate the door, to set you and all your companions, to the place you want the door to lead to

i'm sure you can find how, if you look at written scripts (ones in the original game)

 

sorry i couldn't help you more, but i'm not a modder

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