Removing Content From Pre-existing mods

Post » Mon Jan 10, 2011 10:01 pm

First of all. I don't plan on "re-distributing" this. I just want to remove some of the guns in FWE since, as far as i'm concerned, most of them don't belong in this time-line. Not to mention, they are look HORRIBLY inaccurate to their counter-parts. That being said. I want to keep some of the guns, and remove some, and keep all other content. Now I know how to go about removing items // NPCs // etc from the game. However, I am wondering what repercussions could come of this. I assume that, their may be some NPCs whom use these weapons by default, and if changed, they may be unarmed and not use another weapon.

Asides from this one small side-effect. Is there anything considerable that will happen?
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Amy Masters
 
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Post » Mon Jan 10, 2011 2:59 pm

On a mod-introduced weapon in the game, right click the weapon in the GECK and then left click the "Use Info" thingie at the bottom of the menu that comes up.

The things in the list that pops up are the things you'll break by removing said weapon.
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Marie
 
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Post » Mon Jan 10, 2011 1:31 pm

On a mod-introduced weapon in the game, right click the weapon in the GECK and then left click the "Use Info" thingie at the bottom of the menu that comes up.

The things in the list that pops up are the things you'll break by removing said weapon.


Oh ok cool. Thanks :)
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Lovingly
 
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Post » Mon Jan 10, 2011 3:02 pm

If you want to be on the safe side, don't delete anything. Just open up the edit window and check the Initially Disabled box. The object will still be in the game but won't get rendered. This procedure should be done for anything that's in the default game. Simply deleting an original game object can cause problems, but disabling it instead serves the same purpose as deleting it. Another option is to bury it, dropping it below the visible floor space.
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Princess Johnson
 
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