Making mods that affect DLCs simple

Post » Tue Dec 13, 2011 4:04 am

You may have seen in another thread that I'm trying to get a version of MOBS and OMOBS completed that covers the official DLC.
Specifically, the five DLCs that include weapons are Knights of the Nine, Mehrunes Razor, Fighters' Stronghold, Vile Lair, and Theives' Den.

I'd prefer to construct a single ESP file that can handle any of the 30 or so possible combinations of those official DLCs. That is, rather than create a separate ESP file to pair with each DLC, I'd like to have one MOBS, and one OMOBS, file that can be installed by anyone, no matter which combination of the above they have installed.

I have no idea if such a thing is possible, and suspect it would have to be done through scripting if it is. I wouldn't be able to set any of the above as Masters at any rate.

Does anyone have any ideas on how to do this? Or am I just trying to make it too complicated?
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Channing
 
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Post » Tue Dec 13, 2011 6:11 am

You can't do that with vanilla resources, you would need OBSE to accomplish that.
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Jacob Phillips
 
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Post » Tue Dec 13, 2011 2:20 am

One way it may work has a single DLC Mobs or DLC Omobs

- filter mod -

use tes4edit and launch all the dlc then select all the weapons from each one

then right click and select copy has override, then at next screen choose new esp and give it name..

give it bash tags stats and filter

If youi need help with this one let me know..

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Another way it may work is via Bash CSV records.. export the stats on the mobs update into csv tnen copy those csv records from each one into one that contains them all and the have user's import's from the csv into their patch..This method may work the best.

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Melung Chan
 
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