![]() ![]() ![]() Which will cause one of the worst crashes in the game. What's worse is if a modder deletes the tree, then another mod that moves it loads after it. Like a tree, one modder moves it this way, another moddder moves it that way. Then there's no way to tell if the various modders that made these awesome places changed the same things. The Read me should tell if it's going to conflict with another area of the game world. However, most of them overlap in the either the vanilla content in which they change or the location in the game world which they are at. Fallout 3 NEXUS has a never ending amount of buildings/places mods which all are totally awesome. Then merge it, then one at a time doing the same thing any major issues will get red flagged in the filter. Then just clean the mod like the FO3edit guide says about removing identical to masters an setting deleted to disabled. In cells just look for obvious mistakes, an keep it if you trust the mod (later on any issues will get red flagged) Most of this is just to make sure they didn't change something that you didn't want changed. Most of the time just making them match the master. Note: Some mods it's better to just apply a filter so that it filters out white (single entry) then the flatten trees or whatever (so cells an worldspaces are flat) Then work your way down making edits to the duplicate entries.
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