xfering resources from one mod to another

Post » Fri May 13, 2011 6:04 pm

I have a problem with some custom power armor I made for my mod that only seems to occur with people who use the German version of the game. Hovering over it's message in a container or in the pip-boy crashes the game. So I want to extract all of the objects that make up the power armor and put them into a new mod for testing. Instead of recreating all the objects from scratch, I was wondering how I might be able to do this without making the new mod a child of the old? Is there a simple way to do this?

I'll be trying things out while I eagerly await responses...
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Kat Ives
 
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Post » Fri May 13, 2011 5:27 am

You could try using something like FO3Edit or FOPlugin to delete everything but the armor. :shrug:

That would be the first thing I try.
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Lisha Boo
 
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Post » Fri May 13, 2011 5:56 am

Create a new esp with the Geck. Make sure the new esp loads after your mod. Select your main mod and the new one to be loaded by FO3Edit. Select the record(s) you want to copy - copy as override into the new esp. It will add your main mod as a master to do this. Before you exit and save, remove the master from the new ESP from it's header. This is assuming you want to test the new mod without your main one loaded in game. If you want to have it loaded with the original mod, you will need to change the formIDs and EditorIds of the items in the new esp.
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Horse gal smithe
 
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Post » Fri May 13, 2011 4:27 am

I always just load the mod I want to take stuff from without making it the active file. Then rename everything that you want in the new mod, and select create new form when prompted. Scripts can just be copy and pasted in a new script with a new name, then attached to the new asset you create. Then just save the plugin, you should be prompted to name it since there is no active file.
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Bloomer
 
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Post » Fri May 13, 2011 10:52 am

Alternatively, you can do it in the GECK. Change the formID, click okay, now that form's included within your save. A little less 'proper' than doing it via FO3Edit but a bit easier if there's only a few you need.
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Nice one
 
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Post » Fri May 13, 2011 10:05 am

I do it all the time with FO3Edit, just load up the mod that has the items I need, and if I'm making a new mod from scratch I don't load anything that the other mod doesn't depend on, otherwise I select the destination mod as well. Then find the item in the source mod, right-click and choose "Copy as new item into..." and select either the destination or "new mod" and go from there. You need to give a new FormID and, for a new esp, give the esp a name.
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louise fortin
 
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Post » Fri May 13, 2011 12:01 pm

I ended up doing it b3w4r3's way. But there was a bit of re-attaching as the names were changed. So next time I'll try the FO3Edit or form ID way. Thanks guys. It was only about 10 objects, so, no big deal.
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suzan
 
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