Modding DLC?

Post » Thu Feb 10, 2011 10:55 am

Okay so I've read that we can't do to legal reasons or something. I just want to rebalance my game without taking out my personal mods. I spent hours modding the weapons and armor to try and make it more... "even" and now with the DLC everything is different. Some items too good while others are just useless. So I guess what I'm getting at is can we edit the DLC and HOW do I open it in the Geck to do just that?

Thank you for your time.
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ruCkii
 
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Post » Thu Feb 10, 2011 6:31 pm

From my understanding, you may not distribute the original ESP/ESM nor the assets. However you ARE allowed to distribute an esp/esm which alters or replaces a DLC esp/esm. I have even seen an esp/esm for Oblivion which replaces the stock wizard's tower esp with a modded one. If it for your own use you may do whatever you wish.
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Amy Masters
 
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Post » Thu Feb 10, 2011 2:31 am

can we edit the DLC and HOW do I open it in the Geck to do just that?

Thank you for your time.


Mod the DLC to your heart's content! And you load it exactly as you do the Fallout3.esm file. Set the DLC you want to mod as your active file, click save, name and save your plugin. Then, I usually reload and set the plugin as the active file and away you go! Hope that helps.
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Alan Whiston
 
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Post » Thu Feb 10, 2011 8:11 am

I've done a bit off editing of the DLCs myself (Gauss rifle has no reason to remove the Tesla Armor backpack :stare:), and what Balok said above is how to do it. As for the legality, no DLC resources may be distributed, but editing them is ok. My current load order has plenty of esp's that alter parts of the DLCs.
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kevin ball
 
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Post » Thu Feb 10, 2011 5:38 am

HOW do I open it in the Geck to do just that?


You may know this but just in case, change the below line in your GECK ini:

bAllowMultipleMasterLoads=0

to:

bAllowMultipleMasterLoads=1
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Jonathan Egan
 
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Post » Thu Feb 10, 2011 6:56 am

Set the DLC you want to mod as your active file, click save, name and save your plugin.


I would not set your DLC to the active file. You will irretrievably alter the DLC itself. Rather do not set an active file and when you go to save you will create an esp that overrides the DLC. You load this after the DLC for the changes to appear in game. I repeat, do NOT set the DLC file itself as an active file when editing.
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john page
 
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Post » Thu Feb 10, 2011 3:45 pm

I would not set your DLC to the active file. You will irretrievably alter the DLC itself. Rather do not set an active file and when you go to save you will create an esp that overrides the DLC. You load this after the DLC for the changes to appear in game. I repeat, do NOT set the DLC file itself as an active file when editing.

You can't set an esm as an active file, anyway, so there's no need to worry about altering it. When you load an esm, or multiples and go to save it'll automatically ask you to create a new esp.
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Melis Hristina
 
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Post » Thu Feb 10, 2011 10:47 am

Hey I really appreciate all the responses but I don't think I was specific in my explaination of my problem.

When I open GECK I can't find the DLC esm. it only has the master and the mods I've made and downloaded. All my DLC came from Games for windows live if that changes anything?

I feel like an idiot that I can't figure this out! I mod just about every game I play after I complete it and this is the only one to hold me in confusion so long.
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Gavin boyce
 
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Post » Thu Feb 10, 2011 12:20 pm

They're installed into a hidden folder by GFWL (which does nothing but prevent you from loading them in the GECK or using them without being logged into GFWL. Talk about useless...). I don't remember off the top of my head where that folder is, but FOMM should offer to move them into your data folder for you.

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Shannon Marie Jones
 
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Post » Thu Feb 10, 2011 3:36 pm

They're installed into a hidden folder by GFWL (which does nothing but prevent you from loading them in the GECK or using them without being logged into GFWL. Talk about useless...). I don't remember off the top of my head where that folder is, but FOMM should offer to move them into your data folder for you.

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Thanks a bunch I just got off the phone with GFWLive support and they walked me to the folder.

And should anyone have issue finding this folder follow this path: C:user/administrator/appdata/local/microsoft/xlive/DLC and just follow the numbered files till you find the downloaded content you are looking for.

Hope that helps others were I was going crazy!

... Captain, my religious belief tells me to feel as safe in bed as in battle. God has fixed the time for my death, I do not concern myself about that. But to be always ready when it should over take me. This is the way all men should live, then all would be equally brave. - Thomas "Stonewall" Jackson
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Ross Zombie
 
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Post » Thu Feb 10, 2011 7:39 am

You can't set an esm as an active file, anyway, so there's no need to worry about altering it. When you load an esm, or multiples and go to save it'll automatically ask you to create a new esp.


Ah, I see. I haven't made any changes to DLCs yet only to mods I have downloaded so I did not know this, thanks. I suppose I am used to DLCs being esps as in Oblivion.
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Allison C
 
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Post » Thu Feb 10, 2011 5:09 pm

Well, perhaps it's just semantics, but I always do the process exactly as I said, and it has always worked for me. If placing an X in the tick box beside of the DLC you wish to load and loading it in GECK isin't loading the DLC as the "active" file, I am at a loss as to what to call it, lol. :shrug:

But it's all good! ::Balok sings, "she say's potato instead of potato, she say's piano instead of piano, and you should see how she holds her cup of tea, with just two fingers while she sticks out three..., la la la...:: :whistling:
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Hayley Bristow
 
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Post » Thu Feb 10, 2011 2:17 pm

If placing an X in the tick box beside of the DLC you wish to load and loading it in GECK isin't loading the DLC as the "active" file, I am at a loss as to what to call it, lol. :shrug:
That's just loading the file. To load a file as the "active" file, you have to select a plugin file and click the "Set as Active File" button, which will change the file's status from "Plugin File" to "Active File". The active file is the file in which the GECK will save the changes made in this session. If no active file is specified, you'll be prompted to create a new file when you go to save your work.

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Elizabeth Falvey
 
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