What if I want to edit Fallout3.esm directly?

Post » Fri Feb 18, 2011 1:44 am

I know about the should-not type of issues, skip that angle if you would.

Has anyone tried, or knows how, one might create a Fallout3.esm which contained the content of my mods as a direct replacement and addition of content?

I am not god's gift to FO3edit but I did try a few things, I couldn't make it happen, though.

FO3Plugin ran out of memory on this one, bigtime.

A few days ago, I had a specific interest in doing this relative to testing for malfunction issues relative to navmesh. But in general I guess I am curious as to how to do it because I suspect that the game, re-done in this way, would malfunction less and be more stable than using multiple .esps and .esms. So, I am curious.
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Rik Douglas
 
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Post » Thu Feb 17, 2011 9:30 pm

There is a way which I learned when merging a gazillion Oblivion plugins. >_> *PM's with method

I wouldn't suggest doing so as generally the CS/GECK won't handle editing such a large file directly.

Heads up: Don't touch the CELL or WRLD groups with a 10' pole.

*Edit: It would probably be a disservice to most it they knew how.
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Vahpie
 
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