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Anyway to make mods that require DLC not need DLC?


Veizuh18

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What does it require from DLC? I know of a wonky way to remove parent files from a mod in SSEedit, but you need the DLC to begin with. If it truly requires any of the parent files for anything, it will either: not start or crash. If it truly does not require any DLC, you can open the mod in SSEedit and delete the parent DLC entries in the header of the mod. Also, doesn't SSE have all the DLC assets in the main game files? Isn't the only thing missing are the entries from the ESM files?

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What does it require from DLC? I know of a wonky way to remove parent files from a mod in SSEedit, but you need the DLC to begin with. If it truly requires any of the parent files for anything, it will either: not start or crash. If it truly does not require any DLC, you can open the mod in SSEedit and delete the parent DLC entries in the header of the mod. Also, doesn't SSE have all the DLC assets in the main game files? Isn't the only thing missing are the entries from the ESM files?

this thread is a Fallout 4 one not a SSE one.

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What does it require from DLC? I know of a wonky way to remove parent files from a mod in SSEedit, but you need the DLC to begin with. If it truly requires any of the parent files for anything, it will either: not start or crash. If it truly does not require any DLC, you can open the mod in SSEedit and delete the parent DLC entries in the header of the mod. Also, doesn't SSE have all the DLC assets in the main game files? Isn't the only thing missing are the entries from the ESM files?

this thread is a Fallout 4 one not a SSE one.

 

LOL I was in the SSE section when I clicked the link on the right hand side for "latest posts" and assumed it was still the same sub-forum. My mistake. I wanna say my point still stands, though. The creation kit and Xedit are the same for both games, just the CK is a different version tailored to the specific game. The part about the DLC being a part of the main game files is where it differs. Fallout 4 does not do the same thing with the DLC files as SSE, so that would be the issue. I see that the mod changes the meshes for each light in the whole game. Let me see if I can properly remove the DLC ties and give you a step by step on how to do the same...

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Well, that's a win, I guess. LOL. It does call for some assets from DLC, since the author created the mod with DLC loaded in the CK. I'm suspecting it might crash in areas where DLC is added in. Save your game, then head to where Nuka World starts. Just south of Sanctuary, there is the highway that heads out west. Go there and see if it crashes. If it doesn't, then you should be ok. If it does, then I'll try to see how I can relay which areas to delete in FO4edit.

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Well, that's a win, I guess. LOL. It does call for some assets from DLC, since the author created the mod with DLC loaded in the CK. I'm suspecting it might crash in areas where DLC is added in. Save your game, then head to where Nuka World starts. Just south of Sanctuary, there is the highway that heads out west. Go there and see if it crashes. If it doesn't, then you should be ok. If it does, then I'll try to see how I can relay which areas to delete in FO4edit.

Iâll head towards the area now and tell you the results

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