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Removing items from Mods


RocketPropelled

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Hi all,

 

I was just wondering how exactly I would go ahead and remove an item such as a weapon or armour from a mod and then use it interdependently without the original mod.

 

My reason for this is I have found a mod with a really nice set of power armour but I am not to fussed with the quest and other items it adds to the game.

 

I presume it needs editing with the GECK and/or FNVedit.

 

Thanks.

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It's often a more complex process than that, as an armor item can have custom object effects, scripts, repair lists, etc.

 

If that's the case, when you use the 'Copy as new record into...' function you will be prompted to add the source plugin as a master to your new one. That's not what you bargained for, so you'll have to fix it either by removing the dependent effects or script from the armor or by using 'Copy as new record into...' again to copy the object effect, the base effect that the object effect uses, and any scripts used by the base effect or the armor itself and then changing the records of each to point to your new versions of those records instead of the ones contained in the source mod. Then you can use the 'Clean Masters' function to remove the source mod's requirement.

If you copied any scripts, open the plugin in the GECK and recompile them, editing out references to things in the source mod that don't exist in your plugin if necessary.

 

I've done this WAY too much for my own sanity, as you can tell if you take a close look at the New Vegas version of LCWE in my signature.

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