Jump to content

Need some advice editing Robco Facility mod.


Recommended Posts

Theres this really cool Robco mod, Robco Redux.

 

http://www.nexusmods.com/fallout3/mods/17426/?

 

Its awesome, but the exterior conflicts with the other mods i like using. What I would love is keeping the interior cells, but leave the exterior as stock.

When i use Robco Redux as is, it conflicts with the Mods I like to use vary but the idea is make it into as combination of these exterior and use the Robco Redux and JNF interiors.

 

 

JNF BLAZE

http://www.nexusmods.com/fallout3/mods/6676/?

This is the main mod I use.

 

Robco utility room shelter

http://www.nexusmods.com/fallout3/mods/3758/?

This ones an optional..

 

 

J3Xified Drivable Motorcycle garage-mod shop

http://www.nexusmods.com/fallout3/mods/6013/?

This ones become a favourite.

 

 

Robco_Hangar

http://www.nexusmods.com/fallout3/mods/6747/?

 

Great Mod, incorporates the Motorcycle garage.

 

Outcast Outpost-RobCo Factory

http://www.nexusmods.com/fallout3/mods/17362/?

 

A fun mod

RobCo Roof Base

http://www.nexusmods.com/fallout3/mods/11804/?

Makes the Roof a fun area,

 

Can any of you fine folks advise on how I would do this?

 

ALSO....

 

Anyone know if theres a way to improve Roof Access?

 

And the Enclave Base mod uses some very nice Robco factory, and when I do my own mods, it would be cool to integrate it into the mod.

 

http://www.nexusmods.com/fallout3/mods/13982/?

 

What do you guys think or advise?

The Mods I like to use

Link to comment
Share on other sites

The easiest way to do this (to your first q.) is to load up the mod with the exterior additions that you would like to remove in FO3edit, scroll down to the 'worldspace' area, and just right-click + 'remove' the entries found under that category. It will prompt to save when you exit the program. It's that easy.

 

I have no idea if this will cause issues--you may very well have to do some cleanup--e.g. if you remove the door from the outside, the door teleport on the inside won't be referencing anything any more. Removing that reference of the inner door via the GECK would help in this case. Just watch the errors that come up when you load in the GECK.

Edited by csbx
Link to comment
Share on other sites

  • Recently Browsing   0 members

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