Description
Last updated at 4:53, 4 Jun 2009 Uploaded at 1:37, 1 Jun 2009
HISTORY:
Alpha 1.0
Features:
- Cave with locker
- For the initial alpha release, there was no requests for lockers. I just gave a locker to evert modder that I have an item mod for. I then updated their ESP and placed them in the ESP package.
- ESP Package 1.0 (15 mods total)
Locker Owners:
korenogamer, bronson, Backsteppo, SPARTAN VI, dimon99, Falridorian, XunAmarox, TKone, exeter, dereko
===========================================================================
TERMS:
Modder = A maker a mods
User = A user of mods
===========================================================================
DESCRIPTION: A cave near the Springvale gas station. It's full of lockers to house the items that modders make. One locker for each modder to hold the items from every mod they make.
KGIS is a master file. Modders create their item mods (weapons, armor, and clothing), and make them dependent upon KGIS. The items from every mod that the modder makes go into the his/her locker. And then users install both the KGIS master file and any item mod they want that is dependent upon KGIS. They activate them in FOMM, enter the KGIS cave, and grab their new items from the modders locker.
===========================================================================
HOW IT WORKS:
MODDERS
KGIS is full of lockers. Each one has a unique ID and name. Each one is also "owned" by a single modder. How does a modder become to own a locker? He/she simple requests it. When I receive a request from a modder to get assigned a locker, I take one of the empty lockers, give it a unique ID, name it the same as the name of the modder, then add 10 unique leveleditem lists to its inventory.
**If you want a locker, Just PM me. I check my messages daily. I will add the locker and upload the the new ESM asap.**
When a modder that owns a locker makes a mod with new items, all they need to do is load their mod into GECK along with KGIS. Then add their new items to one of the LeveledItem lists in their locker. Each mod by that modder will edit 1 of the 10 lists in their locker. If a modder reaches more than 10 mods to add to their locker, they will need to merge a few of their ESPs or request additional lists to be put into the ESM.
**As you add items to a leveleditem list, PLEASE make sure you are doing so in a list in YOUR locker. Accidently editing any locker besides your own could potentially cause conflicts with a mod that actually owns that locker.**
USERS
Install both KGIS and any other mods that use it. If you add any mods that use KGIS within 72 hours of your last visit to the cave, you will need to use the wait function. All containers in the cell respawn. But they wont do so until you enter the cave 72 hours after you were last there.
===========================================================================
REQUIREMENTS:
Fallout3.esm only
===========================================================================
INSTALLATION:
- Unzip the download to any location you want.
- Unpack it and place the ESM file in the data folder of the game.
- In FOMM, activate KGIS.esm and any mod that uses it.
Alpha 1.0
Features:
- Cave with locker
- For the initial alpha release, there was no requests for lockers. I just gave a locker to evert modder that I have an item mod for. I then updated their ESP and placed them in the ESP package.
- ESP Package 1.0 (15 mods total)
Locker Owners:
korenogamer, bronson, Backsteppo, SPARTAN VI, dimon99, Falridorian, XunAmarox, TKone, exeter, dereko
===========================================================================
TERMS:
Modder = A maker a mods
User = A user of mods
===========================================================================
DESCRIPTION: A cave near the Springvale gas station. It's full of lockers to house the items that modders make. One locker for each modder to hold the items from every mod they make.
KGIS is a master file. Modders create their item mods (weapons, armor, and clothing), and make them dependent upon KGIS. The items from every mod that the modder makes go into the his/her locker. And then users install both the KGIS master file and any item mod they want that is dependent upon KGIS. They activate them in FOMM, enter the KGIS cave, and grab their new items from the modders locker.
===========================================================================
HOW IT WORKS:
MODDERS
KGIS is full of lockers. Each one has a unique ID and name. Each one is also "owned" by a single modder. How does a modder become to own a locker? He/she simple requests it. When I receive a request from a modder to get assigned a locker, I take one of the empty lockers, give it a unique ID, name it the same as the name of the modder, then add 10 unique leveleditem lists to its inventory.
**If you want a locker, Just PM me. I check my messages daily. I will add the locker and upload the the new ESM asap.**
When a modder that owns a locker makes a mod with new items, all they need to do is load their mod into GECK along with KGIS. Then add their new items to one of the LeveledItem lists in their locker. Each mod by that modder will edit 1 of the 10 lists in their locker. If a modder reaches more than 10 mods to add to their locker, they will need to merge a few of their ESPs or request additional lists to be put into the ESM.
**As you add items to a leveleditem list, PLEASE make sure you are doing so in a list in YOUR locker. Accidently editing any locker besides your own could potentially cause conflicts with a mod that actually owns that locker.**
USERS
Install both KGIS and any other mods that use it. If you add any mods that use KGIS within 72 hours of your last visit to the cave, you will need to use the wait function. All containers in the cell respawn. But they wont do so until you enter the cave 72 hours after you were last there.
===========================================================================
REQUIREMENTS:
Fallout3.esm only
===========================================================================
INSTALLATION:
- Unzip the download to any location you want.
- Unpack it and place the ESM file in the data folder of the game.
- In FOMM, activate KGIS.esm and any mod that uses it.
