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Mod to selectively block CC content.


jtjrawlins

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As it says on the box, it would be good to have a mod or series of ESP/ESLs which override and effectively remove individual items of CC content from the game by disabling level lists and quests and removing locations. For ease of use, it could be made selectable via a menu within the mod manager of choice (I know the menus have a name, I just can't remember what it is).

 

I like and use items of CC content but I want to be able to easily remove say, the captain cosmos CC if I decide to do a playthrough with 'some assembly required' (which currently has no patch), or if a higher quality version of the AMR is added in by a mod I don't want to have to hunt through files or outright reinstall my game to remove the CC version from the Commonwealth. Or heck, if I get sick of seeing a purebred perfectly healthy golden retriever immediately to the north of Vault 111.

I've not been able to get the creation kit to work properly on my computer otherwise I'd nut out how to do this myself.

Edited by jtjrawlins
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if you want to do this , couldn't you just move the specific ESL out of your Data folder? just cut and paste it in a different folder , and it shouldn't activate

I don't know if the CC system will check if you are missing anything and download it automatically , but I don't think it will , so this should work

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I'm actually not sure it would work as you think

the issue with mods like this is that while you can replace the plugin with a blank one , removing the mod won't necessarily restore the original plugin

hence such a mod might actually break your CC content entirely , so I really wouldn't recommend making such a thing before you at least back up all of these plugins

also , do console mods have installers like we can make on PC mods? I don't know as I don't own any modern console , but without scripted installers your idea won't actually work on consoles , at least not in the user friendly way you have in mind.......

 

whatever the case , you could try to make this yourself by just making blank plugins with the same names as the CC plugins , and see how these work

but again , make sure to backup your original plugins , as removing the blank ones shouldn't restore the original ones

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I was thinking something more targetted. You'd have to do it individually for each piece of CC content, but if, for instance, you create a plugin which stops the quest from starting and note from spawning for the AMR, you'd effectively stop both of the named AMRs from spawning. Then you'd just need to create an edit to the levelled list which stops the non-named AMRs from spawning at vendors etc. Nothing broken, but in effect, gone. With the simpler objects such as the backpack, the shotgun, and the prey space suit, all you need to do is stop the trigger which makes them spawn in your inventory. It's not as elegant as just being able to deactivate them as one would a mod (Bethesda <_<) but it's the simplest solution I could think of.

The scripted installers are more the icing on the cake of the idea as well. I'd guessed console owners would have to download the anti-mods individually.

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I use the method that WastelandAssasian mentioned and haven't had any problems with it. I basically just have a folder labelled "Mod Archive" and move any ESLs or ESPs into it that I don't want NMM to recognize. I also use it for moving things around when I convert ESPs into ESLs. I've never had a problem with Steam "redownloading" any ESLs into the data folder after I move the original out. Personally, I think that's a pretty user-friendly method.

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