Talk:Creating a new vendor
Doesn't work. The container doesn't show up
- You have to add a .NIF file so it takes on the form of a container. Right now, the container is only a reference to a memory location with data. Unfortunately, the information needed to represent the container in a three dimensional world is not there. Download the FO3 Archive Utility and open the Meshes.bsa file. Then, select the container you want it to look like (A good one to use is clutter\school\locker01.NIF) and have it extract the mesh to the Data folder. Then go back into the GECK, and double click on the container you created. Click the Edit button and go through the folders to find the .NIF file you specified. Also, be sure that you checked off Persistent Reference. You won't be able to link the Vendor to his or her container if the container is not a Persistent Reference. I hope this helps. <missing signature>
Isn't it easier to just copy an existing container and edit its attributes to your liking? You can copy a container or similar object in the editor by attempting to change the editor ID (either in its edit box or by clicking twice in the object window). When you do this, a box pops up asking if you would like to create a new object or re-ID the existing object. If you hit 'yes' to create a new one, you have basically duplicated the original object. While I work with NIFs a lot, I don't think it is necessary here.--Omzy 05:44, 28 July 2009 (UTC)
Adding objects from other mods
I've tried adding new 'items' from a mod, "Better living through Chems" to my vendor NPC, but when I re-open the .esp file I created, the items disappear from the container's item list. However, the vanilla FO3 items are still in the container. Then, in-game, none of the other items, not even the vanilla FO3 items appear in his barter menu. --AciD 013 22:33, 7 August 2009 (UTC)
- In order to utilise assets from one plugin file in another plugin file, you have to go through a process known as "mod de-isolation". The principle behind this is that although the GECK doesn't allow plugin files to be dependent on other plugin files, the actual game engine has no problem with it.
In order to de-isolate two mods, you'll have to use a 3rd party tool such as FO3Edit to convert the "source" file into a master file, then create the dependent mod in the GECK, then convert the "source" file back to a plugin file.
-- Cipscis 02:53, 8 August 2009 (UTC)- So, I convert the .esp file, into an .esm, then re-create the mod? Or, would I still be able to use the WIP I have now?
- So, GECK can't handle co-dependent mods? Damn, that sucks.
- --AciD 013 06:26, 9 August 2009 (UTC)
- Unfotrunately, the GECK doesn't allow you to edit master (*.esm) files, nor does it allow a plugin file to be the master of another file. Because the file that you are editing will remain unchanged (only the "source" file should be converted) you should be able to use the file that you've been working on without any problems.
-- Cipscis 00:22, 10 August 2009 (UTC)- I'm sorry, I'm really new to this. So, the mod I'm 'editing' is called "BLTC.esp", so, what I want to do is convert that into a .esm? Then, instead of running the BLTC.esp with my .esp, I should run the new .esm with my .esp as the active file
- --AciD 013 03:24, 10 August 2009 (UTC)?
- That's completely correct.
Make sure that, when you're converting BLTC.esp into a master file (*.esm) you leave the file extension as it is. This means that if you (or anyone else using your file) is using BLTC.esp as a plugin file, Fallout 3 will still treat it as a master of your file.
-- Cipscis 05:26, 10 August 2009 (UTC)- I'm not quite shur how to convert the *.esp file to an *.esm, mind explaining? I have FO3Edit installed, tried running it, looked through the options, couldn't figure it out.
- This was the error I was having:
- MASTERFILE: Unable to find container object (020057F7) on owner object "MegatonDealerInventory", the same thing repeats itself for all three BLTC objects in that container.
- --AciD 013 15:01, 10 August 2009 (UTC)
- I'm not certain, but it sounds like that error could be due to opening a file that is mastered to a plugin file in the GECK, so the GECK doesn't find the appropriate records.
In order to convert a plugin file to a master file in FO3Edit, follow these steps:- Open the file that you want to convert in FO3Edit
- Navigate to the file header, right click on Flags and select Edit. When prompted, select Yes I'm absolutely sure
- Toggle the ESM flag, click OK then save your file and exit FO3Edit.
-- Cipscis 22:49, 10 August 2009 (UTC)
- I'm not certain, but it sounds like that error could be due to opening a file that is mastered to a plugin file in the GECK, so the GECK doesn't find the appropriate records.
- That's completely correct.
- Unfotrunately, the GECK doesn't allow you to edit master (*.esm) files, nor does it allow a plugin file to be the master of another file. Because the file that you are editing will remain unchanged (only the "source" file should be converted) you should be able to use the file that you've been working on without any problems.