Jump to content

Is / are there any tutorial(s) on editing an existing mod?


croc123

Recommended Posts

Tutorials to load an existing mod into the toolset so that you can make changes to someone else's work? Not that I'm aware of.

 

Learn to create a mod, there are several:

http://social.bioware.com/wiki/datoolset/index.php/Tutorials

Yes, I want to use someone else's work, they published it here on the nexus for that purpose. Yes, I want to make some changes to their work, for my own use, which is also allowed by that author and violates no law, nor any of the terms of use here on the Nexus. You seem to have a problem with that. You also have wasted my time with a totally irrelevant response. Thank you for telling me that you don't know the answer to my question.

Link to comment
Share on other sites

Content removed to quit wasting croc123's time

 

 

For those who didn't read the original content, croc123 is not interested in ANY links to the toolset wiki or advice to read the instructions posted by the mod author.

Edited by mcgoy
Link to comment
Share on other sites

The way to learn how to mod someone else's mod is to learn to mod yourself.

 

There's no one answer to your question, or even just a couple of answers. There are as many as there are types of mods. Each requires an understanding of how that type is constructed, packaged, (and in some cases, unpackaged) and deployed in the game.

 

If you can't/won't take the time to learn the basics of modding, at least for the specific type of mod involved, then there's not much anyone else can do.

Link to comment
Share on other sites

Allow me to run a hypothetical situation by interposing my own problem on fallout 3:

 

I am interested in giving an added character a new perk to bolster its carrying capacity to a more realistic level via the G.E.C.K. program provided by Bethesda. I have studied as many of the facets as I can find, I have created the perk as my own esp file, and I have attempted to insert the perk into the character's stats. All actions performed as expected; however, the stats will not carry over into the game or previewed stats. Obviously I missed something, but exactly what it is escapes me.

 

I think this is an example of what croc13 has in mind ....

Edited by Dovahjim
Link to comment
Share on other sites

<snip>

I have created the [mod in what I think is the appropriate format for this game], and I have attempted to insert the [mod] into the character's stats. All actions performed as expected; however, the stats will not carry over into the game or previewed stats. Obviously I missed something, but exactly what it is escapes me.

<snip>

 

The above statements are evidence of the "learn to mod before you can mod others' mods" that I'm talking about, Dovahjim.

You've spent the time to understand the tools, the mods, and how they are made to function within the game. After doing all the work you can, you've encountered a specific issue, with a specific mod which you built yourself, and need a bit of assistance in overcoming that one technical hurdle.

 

If I modded for FO3 and could provide you with any guidance, I would do so. Gladly.

 

Sadly, that's not the case here. The OP has steadfastly resisted/rejected any advice to "learn to mod".

Link to comment
Share on other sites

NVM, WIN 10 caused some database issues for the toolset. Once I recognized / repaired the toolset issues, it was as easy as pie. It seems that under WIN 10 unless you specifically point your database's error logs to where the toolset expects them to be, they somehow go to \dev\null. Or the MS equivalent...

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...