Fallout 3

Modding Fallout 3 - Part 9 : FO3Edit

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The final video in my series describing how to mod Fallout 3. It is aimed at people who have a basic understanding of how to mod their game, and specifically the concept of 'load order'.

4 comments

  1. DavidYokosukaJapan
    DavidYokosukaJapan
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    I've read through the first 40 pages of Miax's Tome of FO3 edit, and though it really is well written (some of the best documentation I've seen so far), after a while my brain begins to feel like it's melting. It was around section 4.7...

    Anyhow using the Filters, all I really need to know is how to find which conflicts are the ones that are causing CTD during a level change (going thru doors or Fast Traveling usually).
    Those are the conflicts I want to use FO3edit to get rid of.

    And... kinda separate topic but I cannot use MasterUpdate. When I do it gives an error message:

    Using Fallout3 Data Path: E:\Program Files (x86)\Steam\SteamApps\common\Fallout 3\Data\
    Using ini: C:\Users\Administrator\Documents\My Games\Fallout3\Fallout.ini
    Fatal: Could not find ini

    Kinda funky cause I never ever play anything with the Admin account.
  2. Gopher
    Gopher
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    @Satanabusjones I agree, but to be honest by the time someone is capable enough to edit their merge patch to that sort of level, they are probably able to figure that out themselves
  3. Satanabusjones
    Satanabusjones
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    ...something I did notice, that I don't totally agree with, was that you said you must make a new merged patch when adding new mods...you don't really have to, especially if you've done some time consuming tweaking to the merged patch that Fo3Edit makes for you (if you can do this, then appending your merged patch isn't an insane notion...if not, make a new merged patch by all means)...you should replace your merged patch if you remove mods (unless you know your way around Fo3Edit well enough to remove the records you need to safely before removing the mod itself)...I've found that when you load a new mod, you can append your preexisting merged patch by loading the new mod with your load order and using the "copy as override into" option for any records in the new mod that are showing conflict...then dragging and dropping the record data you want for that item, NPC, race, etc into your merged patch from the columns of other mod's data for that record...(this is why I like the FOIP project, it helps alleviate the need to do much editing to your merged patch after creating it)
  4. Satanabusjones
    Satanabusjones
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    I swear by Fo3Edit...once you gain familiarity with it, you can do almost everything you need to make a complete mod without even having to load the GECK...I'm glad you covered this, anyone who uses multiple mods should really know their way around this program...