I'm not new to modding, but I'm new to FONV, and very new to modding FONV. So, I was wondering if there is anything special I need to know, like do FONV mods need to be cleaned like the Morrowind mods needed? What tools might I need?
Thanks.
I'm not new to modding, but I'm new to FONV, and very new to modding FONV. So, I was wondering if there is anything special I need to know, like do FONV mods need to be cleaned like the Morrowind mods needed? What tools might I need?
Thanks.
I've never really felt the need to clean any mods for New Vegas, and I've been through a lot of them in FNVEdit. I think most mod authors clean them themselves now and some actually get broken if you clean them. So I leave it alone and my game is fine.
The tool is FNVEdit. But!!! mod cleaning isn't a simple automatic process. You have to know what you are doing.
Simple duplicated RefIds with the original game? Yes they can be removed automatically with FNVEdit and help to keep your game tidy.
Still if you encounter such mods it is best to ask the mod author about it and let the cleaning do him/her. As Wastelandshadow said.
Thanks guys, but I wasn't really talking about cleaning other people's mods, rather the ones I make, eh? I'm no stranger to manually cleaning my mods, and I don't like automated tools really, although I used to use Enchanted Editor for Morrowind frequently but not so much for cleaning as to see what was happening on various levels... No, I was wondering if there was a similar issue with modified game settings due to changes made by DLCs such as the GMST issue caused by bloodmoon in Morrowind.
Anyway, so what you are saying is that I can create a mod and release it without paying undue attention to any particular cleaning issues other than duplicate references?
No New Vegas doesn't have that problem.
Other than duplicate references, the only thing I would worry about doing is deleting vanilla references. If you delete something from the game in your mod and another mod makes changes to it, it can cause the game to crash. Instead, you should mark it 'initially disabled' and that will disable it but not delete it.