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Merging Mod Components/Master Dependancy


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So we're working on GoE as a modular project, partially because we have different people on different sections of the game and partially because the autosave time gets too blasted long.

 

Because of the damn .nam files, at one point, I ended up with having our mods requiring all the DLCs when it should just require Old World Blues. Clean Masters in FNVEdit doesn't work to remove it. While we've bypassed the problem by "duplicating" the mod (copy/pasting) into a new clean mod, is there any other better way to do this?

 

Secondly, I have two "Asset Core" .esms (Because I didn't have a clue what I was doing way back when) which two "Level/Worldspace" .esps are dependent upon.

 

What's the most effective way to merge the two Asset Cores without causing problems with the Level/Worldspace .esp dependencies?

 

Finally, how do you handle modder's resources? What's the most effective way to get the assets into your mod without too much trouble and without having yet another dependency?

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I'm not on my computer to check exactly how it was done, but you can remove unwanted DLCs in the GECK. If I recall correctly, open it, make your mod active (but don't actually open it) and the required DLCs will appear on the right. Select the one you want to remove and press Delete. A notification window should pop up. Just click OK and that should work. Just make sure you don't have anything that actually requires the DLC you're removing or your mod will break.

 

I'm not sure about the merging, but with resources most of the time you just have to include the meshes and textures alongside your mod without dependencies, just credits in the mod page. It depends on the resource and the permissions given, really. A few (such as Speedy's) do have their own esm, but you don't really need to make your mod depend on it - you can simply take the meshes and textures and use them without the esm. For organization, you could make folders with the resource author's names inside your meshes and textures folders with the stuff you'll use.

 

As I said, it really depends on the resource, but most of the times it should work as I stated above. Check the description and permissions tab carefully to make sure, as a few people (like Meo and Pixelhate) like to keep the structure intact to avoid duplicates, so you gotta replicate their folder structure into your mod to use them. If they are still active, it doesn't hurt to PM them to ask.

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I'm not on my computer to check exactly how it was done, but you can remove unwanted DLCs in the GECK. If I recall correctly, open it, make your mod active (but don't actually open it) and the required DLCs will appear on the right. Select the one you want to remove and press Delete. A notification window should pop up. Just click OK and that should work. Just make sure you don't have anything that actually requires the DLC you're removing or your mod will break.

 

I'm not sure about the merging, but with resources most of the time you just have to include the meshes and textures alongside your mod without dependencies, just credits in the mod page. It depends on the resource and the permissions given, really. A few (such as Speedy's) do have their own esm, but you don't really need to make your mod depend on it - you can simply take the meshes and textures and use them without the esm. For organization, you could make folders with the resource author's names inside your meshes and textures folders with the stuff you'll use.

 

I've tried the technique a couple times in the GECK and it always ends up destroying the mod file, making it into a 0K nothing. I decided to try it again and same result (don't worry, backed up first, so nothing lost.) The only way I've found to successfully do this is to use TESsnip to copy/paste into a new mod with the already-set dependancies that we want (Vanilla + Old World Blues).

 

As for the merging, say I've been using the Speedy.esm for a time and I decide it's time to lose the dependancy. Should I just create new objects from the resource, duplicate them or something else? Because if I remove the entry, the listing itself won't exist in the GECK anymore. I'm just going to have to do it a lot and I'm trying to be as efficient as possible.

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The reason 'clean masters' doesn't remove a master is that some object in your plugin is using something from it. Highlight your plugin, right-click and 'apply script'. Choose 'List records referencing specific plugin'. Then type in the mod index of the master and all the dependencies will be listed in the right 'Messages' window.

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Without risking damage to your mod the best way to remove dependencies is with FNVEdit, I used to just uncheck the esm's at the header but according to Zilav that can also lead to eventual bad consequences so the best way is to run a removal script provided. Can't tell you what it's exact script name is since I haven't had need to remove a dependency since hearing about this. You can also merge pretty easily with FNVEdit again via the scripts.

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The reason 'clean masters' doesn't remove a master is that some object in your plugin is using something from it. Highlight your plugin, right-click and 'apply script'. Choose 'List records referencing specific plugin'. Then type in the mod index of the master and all the dependencies will be listed in the right 'Messages' window.

 

I freaking LOVE you. I've been searching for this ability for months and just no one's pointed it out to me. I could never find the right reference material (I likely simply didn't search deep enough). But imagine my shock that I found two tiny little entries of electrical arcs that are from Dead Money while the FX aren't actually labeled as from Dead Money.

 

You just saved me an absurd amount of time and effort. Thank you so very much!

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I had no idea that script was there either, lol. I've been making copies of the plugin and hand removing the master, then scanning for error to get the refs I need to remove. LOL :D

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