Renaming mods?

Post » Sun Sep 05, 2010 12:19 am

Hello!

Due to the fact that the majority of mods that I use tend to have cryptic names paired with no descriptions in the FOMOD, I am contemplating to rename the .esps to something meaningful. Question: Will this work or will that [censored] up the mods?

Thanks :brokencomputer:
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naomi
 
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Post » Sun Sep 05, 2010 7:12 am

Depends on the mod. It could probably cause serious issues with some setups.

Edit: Instead of doing that, perhaps just create a text file with the mods name and a brief description of what it does. Heck, you could cut and paste from the nexus page you got it from. *shrugs* It all depends on how important having that information is to you :P
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MR.BIGG
 
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Post » Sun Sep 05, 2010 1:23 am

A couple of thoughts...

If you're creating/activating FOMODs for mods that are just zipped up and don't have any FOMOD scripts in them, the FOMOD listing is named after the original archive file, not the mod file(s) itself... changing the name of the archive should never cause a problem (at least not for something without a FOMOD script - I don't know about real FOMODs)


That having been said, as for changing the name of actual esp/esm files... the main thing that I could see being a problem would be if any other files had those listed as masters. But that should be fairly easy to check...
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George PUluse
 
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Post » Sun Sep 05, 2010 2:56 am

With Wrye Flash you can change a files old master file to the renamed one.
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Rachel Tyson
 
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Post » Sun Sep 05, 2010 7:21 am

As long as another mod doesnt require it for a master. Such as FOOK2 and all its subordinates for Fallout 3. It may just be easier to open the files in the GECK and add a description then to change the name if your worried. Again though, as long as another mod DOESNT have it as a master it should be fine.
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Stephanie Valentine
 
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Post » Sun Sep 05, 2010 1:33 am

...As long as another mod doesnt require it for a master...
Also, if present in Data\Sound\Voice, rename any folders to match the altered name(s) of the plugin(s) or the voice files won't line up.
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Fluffer
 
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Post » Sat Sep 04, 2010 9:34 pm

Also, if present in Data\Sound\Voice, rename any folders to match the altered name(s) of the plugin(s) or the voice files won't line up.


Thats what I kept forgetting! I knew it was bad mojo for reasons other then master file. It was gnawing at me not recalling why it gave me the jitters :P
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Abi Emily
 
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Post » Sat Sep 04, 2010 11:01 pm

Also, regarding your ongoing saved games, renaming a mod file is exactly like deleting it and installing a new different one.
Any and all information regarding said mod will be removed from save file... that means items removed from inventory and containers, quest progress reset, perks removed, everything.
And even more, original weapons with mod-addons added by mods (such as WMX) can crash your game (Antistar warns about that in WMX).

In short, be careful with that :cool:.
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Javier Borjas
 
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