Editing existing armor or weapon Add-On

Post » Sat Jan 16, 2010 8:38 am

I'm a GECK noob, so please be gentle...

I'm trying to edit an existing armor add-on - I'm happy with everything about the MOD except I'd like to boost the armor's stats.

I have the GECK downloaded and I found were to edit the stats in question - what I need to know is the procedure for saving the .ESP. Specifically:


1. When opening the armor add-on, do I only make the add-on .ESP active, or do I need to make the main Fallout3.esm file active as well?

2. Can I just save the changes to the existing .ESP file, or do I need to/should I save a copy in a different file name?

3. Editing the armor stats only and making no other changes does not affect the original author's vendor placement or anything else not directly related to the armor as an item, correct?


Thanks in advance for any help!
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Alada Vaginah
 
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Post » Sat Jan 16, 2010 7:08 pm

1) I think only the mod should checked and active
2) I would make a copy of the esp, then edit and save to the copy (some_mod.esp, some_mod_my_changes.esp). Then just load the one with your changes.
3) It shouldn't. You can open it with FO3Edit and see what you changed by comparing it to the original.
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Pawel Platek
 
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Post » Sat Jan 16, 2010 12:34 pm

1) I think only the mod should checked and active
2) I would make a copy of the esp, then edit and save to the copy (some_mod.esp, some_mod_my_changes.esp). Then just load the one with your changes.
3) It shouldn't. You can open it with FO3Edit and see what you changed by comparing it to the original.


So do I make the ESP active, open it and immediately save to the new file name, or do I save after I make the changes?

Also, if I'm wearing the armor in question in my last Save Game, and I load the edited ESP with the new name, won't my armor go away?
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Zosia Cetnar
 
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Post » Sat Jan 16, 2010 7:07 am

So do I make the ESP active, open it and immediately save to the new file name, or do I save after I make the changes?

When making a new esp, one does not set any active files. This forces the GECK to ask you for the name of the new ESP becasue you cannot edit any ESM files. If you already have made an esp, then just load that as the active file.

Also, if I'm wearing the armor in question in my last Save Game, and I load the edited ESP with the new name, won't my armor go away?

You may end up with save game issues. Its best to start with a save from a cell before you ever encountered the armor. You could always add the new armor by getting its form ID from the geck and then typing in this console command:

player.additem [formID] 1

Just remember that the first two digits of a form ID are the mod index. So, If you have your mod and fallout 3.esm loaded in the GECK, the form id will start with "01". But if you have several mods loaded in the game, the first two digits will be different based on the load order of your mod. Fallout3.esm is "00" and every mod laoded after that will have its first to digits increased by 1 (hex), that means the 10th mod laoded will have an index of "0A". You can see the mod index next to the mod list if you use FOMM.
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Auguste Bartholdi
 
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