Script List

Post » Sun Aug 29, 2010 11:28 am

Has anyone compiled a list of all the scripts and what they do/effect? I'm cleaning out a copy of the Fallout 3 .esm and want to know what scripts are necessary to keep and which ones I can clean out.

Currently I've removed all quests except CG00, all worldspaces except Wasteland, and all cells. Working on cleaning out the dialogue and then want to move on to the scripts.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Sun Aug 29, 2010 9:01 pm

Excuse my French, "Certains chats croient qu'ils sont des chiens.", but what the hell are you doing this for??? I dont think you can really make a list of all the scripts. Theres can be an infinite number of scripts to do an incredibly large number of things. If you need help with a script, just ask us and we can help you write it, or tell you if its needed. I do not recommend cleaning everything as you say you are, but it depends on what your doing with it.
User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Sun Aug 29, 2010 10:21 pm

Excuse my French, "Certains chats croient qu'ils sont des chiens.", but what the hell are you doing this for??? I dont think you can really make a list of all the scripts. Theres can be an infinite number of scripts to do an incredibly large number of things. If you need help with a script, just ask us and we can help you write it, or tell you if its needed. I do not recommend cleaning everything as you say you are, but it depends on what your doing with it.


I'm working on a Total Conversion. We have no need for a lot of the Vanilla stuff. We're trying to clear out the backend so it's a little cleaner and easier to manage. I've been running through this with Yossarian22, creator of the GTS mod, as he's already done some work in this area (he is using the German version though so I have to start from scratch) Basically, we're wanting to create a modders resource with a blank version of the .esm that only contains resources and none of the quests, dialogue, scripts, NPC's, areas etc that you wouldn't need if you were doing a big TC project or something similar.

As for the scripts, there aren't infinite number of scripts, I just want to know the functionality and necessity of vanilla FO3 scripts to see which ones are necessary to keep. IE I don't need the scripts CG01* - CG04* because we aren't using the original start, but I do need CG00 (in a modified state) because that handles the game starting and fudges things up if it is removed.

Was just curious if there was a list of vanilla scripts, what they did and if they were necessary so we wouldn't have to duplicate work if there was.
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Mon Aug 30, 2010 1:08 am

A much easier and less time consuming option in my opinion would be just to prefix all of the Editor IDs of your objects with something related to your mod so that you can use the Filter to remove all vanilla objects from the Object Window.

I might be wrong in this, but I would think that deleting vanilla objects would cause major bugs and problems for your total conversion. And while I might be wrong about that I still believe my option would be simpler anyway.

Just suggesting it in case you didn't know much about the Object Window filter, good luck with your mod. :)
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Sun Aug 29, 2010 2:49 pm

Just look through all the scripts and delete them. I dont really think there are any that you MUST have to have the game run, all that is hardcoded.
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Sun Aug 29, 2010 5:27 pm

Just look through all the scripts and delete them. I dont really think there are any that you MUST have to have the game run, all that is hardcoded.


Well there are things like the CG00 that we need, and then off the top of my head AlienDisintigrationScript which does the green ooze effect, those are the types of things we want to keep. Things that effect item functionality etc.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Sun Aug 29, 2010 6:06 pm

Currently I've removed all quests except CG00, all worldspaces except Wasteland, and all cells. Working on cleaning out the dialogue and then want to move on to the scripts.



omg.

Anyone who is thinking about doing this, in this way, needs to change their minds right now.

Typing out all of the reasons NOT to do this would take more time than I have atm.

So, either believe me, or don't. Your choice, your mod.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Sun Aug 29, 2010 10:00 am

omg.

Anyone who is thinking about doing this, in this way, needs to change their minds right now.

Typing out all of the reasons NOT to do this would take more time than I have atm.

So, either believe me, or don't. Your choice, your mod.


I'm curious what issues you see with this. Maybe it's not worth us doing, but as far as we could tell it doesn't seem to be a problem. The only foreseeable issue is that if this is done then our mod can't be modded unless someone bases the mod off our .esm since it would cause all sorts of conflicts with the missing vanilla content.

The other thing we were considering was just disabling the references with FO3Edit as per these instructions:

The next step in the cleaning process is to Undelete and Disable References from the mod being cleaned. The, "Undelete and Disable References" function scans through the mod and the master files it depends upon, looking for any records that you may have deleted by accident. If it finds some, it will un-delete them and then set the reference to, "disabled" so that it will never be seen in-game nor affect your mod.

This ensures that if another mod tweaks/changes the item you deleted, that the item will still be in the files (just disabled), and thus won't cause Fallout3 to crash.


In either case as we are getting off topic. I am going to assume that no one knows of any catalog of vanilla FO3 script functionality then?
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Sun Aug 29, 2010 11:20 am

No there is not one anywhere. And yea, there are alot of things that will most likely mess you up here. For starters, like you said, your mod would not be compatable with ANY OTHER MOD AT ALL. Thats not something people like...
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Sun Aug 29, 2010 3:24 pm

No there is not one anywhere. And yea, there are alot of things that will most likely mess you up here. For starters, like you said, your mod would not be compatable with ANY OTHER MOD AT ALL. Thats not something people like...


True, but seeing as it is a TC and we won't be using the vanilla leveling system, skills, perks, followers, locations, UI etc. Most mods aren't going to work with it anyway.
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Sun Aug 29, 2010 11:43 pm

I don't want to rain on your parade - which is what this thread looks like it has turned into, so please take this in the best possible light. But, wouldn't it be easier to just make a new world space versus cleaning out the entire fallout 3 world?

And I do not know of any list of scripts either.

I'd be curious to know if you have tried to enter the game world with your current partially-cleaned version. Do you not get CTDs all over the place? Are you removing content from the fallout.esm or are you making an override ESP with all of the deletions?
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Sun Aug 29, 2010 12:51 pm

I don't want to rain on your parade - which is what this thread looks like it has turned into, so please take this in the best possible light. But, wouldn't it be easier to just make a new world space versus cleaning out the entire fallout 3 world?

And I do not know of any list of scripts either.

I'd be curious to know if you have tried to enter the game world with your current partially-cleaned version. Do you not get CTDs all over the place? Are you removing content from the fallout.esm or are you making an override ESP with all of the deletions?



Right now we've got a new worldspace and that works fine. As for the cleanup we are removing directly from the .esm. I have entered with the removals and a new worldspace and haven't run into any CTDs as of yet. Our other consideration was to make an override .esp with the deletions and then un-delete and disable using FO3Edit but haven't tried that yet.
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sun Aug 29, 2010 5:45 pm

I suppose if your are 'redoing' the game it might work. Just make sure its cool if your distributing a modified Fallout.esm file.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am


Return to Fallout 3