My first mod

Post » Fri May 04, 2012 7:25 am

I've done some extensive modding to the exterior and redone the navmesh to allow patrolroutes and NPC to navigate properly. My next logical step is to turn the mod into an .esm to get the navmesh working correctly. I haven't fully tested this yet, so the next thing is to alphatest my own mod. This means I need to relocate, turn the mod off and save the game with a "clean" savegame to see if the mod works as intended when I activate it. I suppose this is the way to properly test self-made mods?

I'm about to start on the interor modding shortly. Should I do this in a separate mod or use the same? I plan to clean out the interior completely and furnish it from the ground up. I also need to edit the navmesh as I plan to add a new corridor and some extra rooms.

Any suggestions would be appreciated, as I'm bound to do some beginner errors :smile:



Mod location is:
Jalbert Brothers Waste Disposal (Exterior and Interior) - Turning this into a military base with npc's and perhaps a small quest.
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Kate Schofield
 
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Post » Thu May 03, 2012 4:48 pm

In my small experience, I have never had the need to convert a .esp to an .esm to get navmesh working, i.e. navmesh should function normally with a .esp, unless this is some problem that I am not aware of (although, my experience with navmesh and .esp's has been generally fine)

Um, I guess it would be good to make a new save and see how it works. I mean, I think I understand the bonuses, but I think it would kind of be a waste of time. That is, it is my understanding that if you didn't do something special like messing with the main quest line, then you should be fine testing it with an old save

I don't see why you would want to make another file/mod to do the interior...

In summary, I would (yet, I am not too experienced) have a single .esp that has everything, as just adding an exterior with furnished interior and maybe some NPC's and a noninterfering quest line is not too big
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Joey Avelar
 
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Post » Thu May 03, 2012 7:44 pm

I've had some varied experience with thew navmesh in regards to .esm/.esp. I've also read that NPC's and AI's doesn't read the navmesh correctly unless the mod is converted into an .esm (something to do with the ONAM records?). Anyways, I'll continue to test this but so far using an .esm file seems to have less flaws in it.
As for the interior, I'll continue using the same mod-file. Easier to manage that way. Thanks for your input 5hassay. Appreciated :)
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Leticia Hernandez
 
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