I was just working on a patch for the Lone Wanderer Theme (since it edits the script in order to put in a decoration) and stumbled upon something really stupid. The script the author made is completely obsolete. The mod works fine even without the edits to the script, since the script's only edit is adding the MoriartyDead variable, when whenever it is referenced it will look to the ColinMoriartyDead variable.
For those who don't know what I just said because I'm talking technical, I will put it in simple terms: the edited does nothing, with the edits never being referenced or used and the old script has the variable that is used.
I completely deleted the edits to the script, still works.
Yikes. I'm a pretty novice modder, I usually just mod stuff for my own fun. If you end up fixing it, feel free to post it. I'm not going to be offended if you run with it.
From what I can tell, it should just be a matter of running GobHappyEnding.esp through FO3Edit's cleaning routine. The problem is (like Repzik said) every vanilla script has been copied into the this plugin. And since this plugin relies exclusively on Fallout3.esm, those copied scripts are overriding any changes made in the official DLC (in this case, BrokenSteel.esm). But those conflicts disappear (I've checked the plugin to confirm) once the mod is cleaned.
Instructions for cleaning an ESP can be found here: https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html#s_5-3-4 it talks about Skyrim, but the principle is identical for Fallout 3: just replace TES5Edit.exe with FO3Edit.exe.
To anyone else who happens upon this mod, this mod unnecessarily duplicates what looks like every single base game script in the mod record. Requires removing identical to master records.
It's best if you let FO3 edit remove identical to master records yourself, but from what I could see the MegatonDialogueScript is the only script record this mod should have in it's plugin.
Funny you mention it. I just killed Moriarty and saw Gobs sign come up. This is perfect. Going back to Megaton ASAP As Druuler I was always bothered at Gob feeling sort of a lot of opportunity lost. They hint at an interesting character with a background story. And then what........ And... Endorsed Really gives you a good feeling about the whole affair now.
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For those who don't know what I just said because I'm talking technical, I will put it in simple terms: the edited does nothing, with the edits never being referenced or used and the old script has the variable that is used.
I completely deleted the edits to the script, still works.
Helenasue, I've given you edit permissions on it. If you'd rather I take it down and/or host it yourself, please let me know.
Be careful with that!
Instructions for cleaning an ESP can be found here: https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html#s_5-3-4 it talks about Skyrim, but the principle is identical for Fallout 3: just replace TES5Edit.exe with FO3Edit.exe.
cool idea, but wish it was fleshed out more and properly working.
It's best if you let FO3 edit remove identical to master records yourself, but from what I could see the MegatonDialogueScript is the only script record this mod should have in it's plugin.
And... Endorsed Really gives you a good feeling about the whole affair now.