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how to make a mod to remove single new item added by another mod?


lanceuppercut47

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from what i gather alexscorpion isn't active in the modding scene anymore, he's put out his NVG mod which doesn't quite work as well as the F3 version: http://www.newvegasnexus.com/downloads/file.php?id=36617 but i want to remove one of the extra NVG items that has been added to the game, specifically the "helmet" version. in one of the original versions of the f3 mod, the two different goggle's were in different ESPs so it was one or the other.

 

they both seem to do the same thing, the normal or helmet version only allows you to use the NVG and not a helmet so why not remove the useless helmet version (imo), any tips on how to?

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from what i gather alexscorpion isn't active in the modding scene anymore, he's put out his NVG mod which doesn't quite work as well as the F3 version: http://www.newvegasnexus.com/downloads/file.php?id=36617 but i want to remove one of the extra NVG items that has been added to the game, specifically the "helmet" version. in one of the original versions of the f3 mod, the two different goggle's were in different ESPs so it was one or the other.

 

they both seem to do the same thing, the normal or helmet version only allows you to use the NVG and not a helmet so why not remove the useless helmet version (imo), any tips on how to?

 

going into the geck and removing all of the instances of the helmets would do it.

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from what i gather alexscorpion isn't active in the modding scene anymore, he's put out his NVG mod which doesn't quite work as well as the F3 version: http://www.newvegasnexus.com/downloads/file.php?id=36617 but i want to remove one of the extra NVG items that has been added to the game, specifically the "helmet" version. in one of the original versions of the f3 mod, the two different goggle's were in different ESPs so it was one or the other.

 

they both seem to do the same thing, the normal or helmet version only allows you to use the NVG and not a helmet so why not remove the useless helmet version (imo), any tips on how to?

 

going into the geck and removing all of the instances of the helmets would do it.

and doing that will work even though its a mod? i've never used the geck before, i just know its some magical editing application :) so any basic instructions or guide how to do this would be appreciated.

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I've done this with that monster mod that adds lots of creatures (Not MMM) it adds stalker creatures, things called Khazra, and more varieties of ghouls.

 

Any way some of the monsters on there were a bit.....ridiculous so I removed them.

 

What I did was this

 

-Go into Geck

 

-Go to Data

 

-Check FNV.esm and the mod that you want to edit.

 

-Go to objects listing

 

-Find its subsection

 

-Then I just deleted it from the list

 

now I THINK this will get rid of all instances of the helmet as far as I know.

 

If it doesn't work out, make sure you have a backup of the mod file first.

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http://www.newvegasnexus.com/downloads/file.php?id=36617

 

i'm having no such luck, deleted the "night vision goggles (helmets)" item from the list and saved it as a new ESP but when loading, it removes both the (helmets) version and the standard one! if i unload that newly created ESP, both are back at gun runners in FNV where it should be.

 

http://www.fallout3nexus.com/downloads/file.php?id=12841

 

same issue as the FNV version, it has the normal version and the (helmets) version, i'd like to remove all references to the (helmet) version.

 

also how do i find out if it exists in the game in some random container, i'd like that gone but don't know where to look for that.

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I wouldn't have deleted them from the list. I would've tried finding which cells they were in, and removing them (but still keeping them on the object screen).

 

But I think when you saved it as a new esp that was your issue (back up the old esp) then delete the helmet from the list.

 

Othwerwise... you could just ignore it...? :P

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GECK doesn't really give you an option to save as the existing one, when i save it saves any changes i've made as a new ESP, sort of like a hotfix.

 

deleting from the cells and removing them instead of deleting the object? sorry unless you speak GECK which clearly i don't its all jibber jabber to me :)

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GECK saves to existing files perfectly fine. Set the file you want to modify as the active file. That will make it the file all changes are saved to. As for what Skibblets is suggesting, it's the cleaner way to go about deleting a mod because you're preserving the author's structure, and breaking the originally intended structure can make the mod have errors or whatnot depending on how complex it is. He's basically saying to find all the references to the object you want to remove and disable them, I think.

 

You might be able to disable the object itself, though. Not sure.

Edited by NorthWolf
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I wouldn't have deleted them from the list. I would've tried finding which cells they were in, and removing them (but still keeping them on the object screen).

wahoo that did it, however when doing a "use info" on the offending goggles, it has:

 

used in these cells

world = wasteland

cell editor id = goodsprings

cell grid = 18,0

use count = 1

 

does that mean there is a pair of sneaky nvg's in goodsprings? same goes for the normal on too.

 

Set the file you want to modify as the active file. That will make it the file all changes are saved to.

this was where i was going wrong, not setting the active file meant it was saving a "patch" file of some sort.

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