Deleted1084753User Posted April 3, 2009 Share Posted April 3, 2009 I do not believe you have to "do" anything with an ESM file. It is a master file that contains objects, scripts, etc. Yep. The Fallout3.ESM (Elder Scrolls Master) file contains all the base information for the game. The game will read the plugin file before the master file, meaning any edits you make in your plugin will override the originals in the master, but non-destructively, meaning any edits you make are completely safe and the game can always be run by removing your mod again even if you seriously screw something in your plugin up that causes the game to crash, freeze or otherwise go wrong. Likewise, if you have the downloadable content like Anchorage or The Pitt, you can make them masters to your plugin by loading them in the GECK* and making any edits you want, then saving your plugin. Next time you open your plugin, it'll automatically open up the Anchorage and Pitt ESM files as well, since they're masters for your plugin. *Note that to load multiple masters you need to edit My Documents\My Games\Fallout3\GECKCustom.ini and change the line "bAllowMultipleMasterLoads=0" to a value of '1' instead. Some mods also come with Master files (Mart's Mutant Mod and HairPack for example). If you want to override something in one of these, you can open the master, save a new plugin and make whatever edits you wish so that they override the originals, exactly the same as you'd do with the main game ESM. In the case of HairPack, you could create a new plugin with that as Master, then add the new hair styles to new NPC characters, or even edit existing ones to have new hair or eyes. Generally speaking, unless you're going to create a huge mod with hundreds of new forms that you might wish to override using plugins (like removing certain features, or editing something to be better for users with lower power pcs, or adding optional extras that not everyone might want to use), you probably won't need to worry about creating an ESM file, everything you're likely to need to do can be done just using standard ESP plugins instead. Link to comment Share on other sites More sharing options...
Deleted54170User Posted May 3, 2009 Share Posted May 3, 2009 Can I get the Anchorage file and mod it? Where is it stashed on my computer? Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 4, 2009 Share Posted May 4, 2009 One of these locations, depending which OS you use: C:\Documents and Settings\Your User Name\Local Settings\Application Data\Microsoft\Xlive\DLC (Windows XP) C:\Users\Your User Name\AppData\Local\Microsoft\XLive\DLC (Windows Vista) Copy the three files for the DLC (Anchorage.esm, Anchorage - Main.bsa and Anchorage - Sounds.bsa) into the game's Data folder. You'll now be able to open up the .esm file and mod it as you would the main game. Link to comment Share on other sites More sharing options...
NaboeN Posted May 7, 2009 Share Posted May 7, 2009 Question: Does a trigger activate something when you enter it's "zone/radius" while you need the press E on an activator? Link to comment Share on other sites More sharing options...
Skree000 Posted June 22, 2009 Share Posted June 22, 2009 I wrote a tutorial article, it can apply to either Oblivion or Fallout3 Its called Skree's Easy Skinned Armor Nifskope Tutorialhttp://www.tesnexus.com/articles/article.php?id=248 It covers the process of taking skinned meshes from 3d application through Nifskope and getting them all set for the TESConstructionSet or GECK, game dependant. Alot of tutorials ive seen cover only 3dApplication-specific skinning instructions, or TESConstructionSet/GECK armor duplication/editing... but not many tutorials bridged the gap.I tried to make it very simple and included 2 pictures to help illustrate, one of which is a detailed picture-guide to the simple 7-step process! When I get more time ill make a full Tutorial for Fallout3 including Dismemberment and all that good Fallout3-specific stuff, but for now, this will work for either game. Please link this tutorial in the FAQ or sticky it or put it with the others... Lots of people ask these questions and this simple tutorial should answer em! Thanks! Link to comment Share on other sites More sharing options...
neunen Posted June 22, 2009 Share Posted June 22, 2009 awesome, thanks Skree! Link to comment Share on other sites More sharing options...
LHammonds Posted June 22, 2009 Author Share Posted June 22, 2009 Link added to list of modding tutorials. Thanks for filling that gap...it is appreciated! If anyone else knows of very good tutorials that you think should be added to that section, please let me know. I do not keep up with FO3 events. Thanks,LHammonds Link to comment Share on other sites More sharing options...
BadPenney Posted July 2, 2009 Share Posted July 2, 2009 People frequently post questions regarding LOD textures that show up and fill in holes when they dig too far into the terrain. Since LOD is too short a word to enable the search engine, I want to post this thread here in hopes that it might help someone out with this issue: http://thenexusforums.com/index.php?showtopic=126510&hl There is no easy solution yet that I know about, but there are solutions. Link to comment Share on other sites More sharing options...
Pferdinand Posted August 14, 2009 Share Posted August 14, 2009 post removed by author Link to comment Share on other sites More sharing options...
Defakator Posted November 19, 2009 Share Posted November 19, 2009 Noob question: I like the many weapon mods for Fallout 3. But sometimes one mod will have a great texture for a weapon, but not the right sound, while another mod will have the right sound but a crappy texture. I know there must be a way to intermingle them with the G.E.C.K. But I dont exactly know how. Any advice? Cheers, Link to comment Share on other sites More sharing options...
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