mishtablu Posted May 26, 2011 Share Posted May 26, 2011 Hello there, I am attempting to delete a type of monster from my fallout 3 (Radscorpions). I delete their files (in GECK) but now it wants to me save it to somewhere, but i dont know where to save it, how to save it, and if it will work or not. Could someone please give me some advice on how to get these things out of the game?I am trying to get back into this game, but the scorpions have scared me away from doing anything on the ground that isnt where they wouldnt spawn. Please Help. Also, i am having trouble making Apocolypse Armory work. I constantly crash every couple of minutes, and it's been a long time since ive played, and there is a new version out, but will it actually fix my problem? Link to comment Share on other sites More sharing options...
mancika Posted May 27, 2011 Share Posted May 27, 2011 You just cannot delete a game content that is coded and used in 1000 places in game. One solution would be to edit cells and delete the encounters using radscorpions OR replace these animals in the encounters with something else. Advice: do not mess with these since you can have serious problems (crash crash crash). Or mess with them but KNOW what you are doing. Link to comment Share on other sites More sharing options...
Moraelin Posted May 29, 2011 Share Posted May 29, 2011 (edited) Well, that's partially correct. The short and skinny is that there are two kinds of plugin files, i.e., where such things as radscorpion definitions and such are held. 1. Master files, such as the Fallout3.esm where all the shipped game content is defined. 2. Plugin files, i.e., mods, which can alter the games. The GECK will not allow you to edit the .esm directly, among other things, to prevent you from shooting yourself in the foot too hard. E.g., you don't want to permanently delete dad and be unable to progress in the game until you uninstall and reinstall it. BUT mod files can override the definitions in the master files. So for example even though you can't make the starting vault suit have 50 DT directly in the master file, BUT can save a mod file that gives the game a new definition for it. It was just an example, but basically unless you know exactly why, you should make only .esp files, never master files. Whatever you want to add or change, goes into a mod file. And if you screwed up beyond repair, hey, you can disable the .esp file in the loader, instead of having to reinstall. Deleting stuff is in the same category. You don't directly delete files from the .esm, you make a mod which tells the game to consider records A, B and C as deleted. That way, again, is you screw up, you can then just disable the mod to undo the changes. That's what it's trying to save there: a mod file which tells the game that a certain creature has been deleted. Go ahead and give it a name. Edit: but just to make it clear, mancika does have a point. Such broad sweeping changes CAN cause problems. Which is a good reason to make it a mod you can easily disable if things go downhill :P Edited May 29, 2011 by Moraelin Link to comment Share on other sites More sharing options...
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