Veizuh18 Posted October 9, 2017 Share Posted October 9, 2017 Is there any way to make the mods that require DLC not require DLC, there is a mod Iâm wanting and it needs all dlc but doesnât rely on all dlc but I donât want to pay for the DLCâs again Link to comment Share on other sites More sharing options...
ToolBoyNIN39 Posted October 9, 2017 Share Posted October 9, 2017 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? Link to comment Share on other sites More sharing options...
Veizuh18 Posted October 9, 2017 Author Share Posted October 9, 2017 The mod in question is Enb lights overhaul but Iâm new to the modding scene and I donât think a lighting overhaul would have to require the DLCâs Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted October 9, 2017 Share Posted October 9, 2017 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. Link to comment Share on other sites More sharing options...
Veizuh18 Posted October 9, 2017 Author Share Posted October 9, 2017 Would I have to go through the Geck in someway to get rid of the parent files? Link to comment Share on other sites More sharing options...
ToolBoyNIN39 Posted October 9, 2017 Share Posted October 9, 2017 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... Link to comment Share on other sites More sharing options...
Veizuh18 Posted October 9, 2017 Author Share Posted October 9, 2017 Should I try to boot the mod without the dlc and see what happens? Or would I have to delete the esm files out of the mod with F4edif of the geck? Link to comment Share on other sites More sharing options...
Veizuh18 Posted October 9, 2017 Author Share Posted October 9, 2017 Update: the game booted up just fine no crashes or anything I canât tell if mod is working due to my enb so far in the diamond city market but other light sources seem to be working I think so far. Link to comment Share on other sites More sharing options...
ToolBoyNIN39 Posted October 9, 2017 Share Posted October 9, 2017 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. Link to comment Share on other sites More sharing options...
Veizuh18 Posted October 9, 2017 Author Share Posted October 9, 2017 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 Link to comment Share on other sites More sharing options...
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