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Modding Fallout 3...help!!!

 
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PaperTiger



Joined: 31 May 2005
Location: Ulaanbataar

PostPosted: Fri Nov 13, 2009 7:46 pm    Post subject: Modding Fallout 3...help!!! Reply with quote

Apparently some the essential modding skills needed to mod Fallout 3 are things I should've learned when I used mods for Oblivion (same file formats and game engine). I'm using the Fallout 3 Mod Manager and I'm dealing with mods that are supposed to edit the bsa files that control meshes/texture/sound.

If there's a clear-cut, detailed process out there...I havent found it. I found this instead: (my qustions/comments in red)

The problem you are probably having is that FOMM's BSA (it's my prefered program too) is not very user friendly. You say your files are in the BSA but they proabably are not stored with the pathing info. I solved this problem as follows (There is likely an easier way but this way works for me):

Lets call out mod "MyUniqueMod". I name my mod file "MyUniqueMod.esp". Then in the data folder I create a folder called "MyUniqueMod-BSAbuild". I then go about building the assets for my mod and placing them into the proper spots in the data folder as I need them. After I have tested the asset I put it into my "-BSAbuild" folder I created in the same file structure it would be if it was in my normal data files. (Okay, but since the original data files are already in BSA format...at what point did he unpack the files so that he could place the assets in the data file? I tried adding mods that involve texture/mesh/sound files with FOMM but it just added it to the Data file without changing the orginal bsa files).

Lets say I made a new texture for a laser pistol. I have tested it and it works in game and in the GECK. In my Fallout 3 data folder the texture file I made is located at "textures\weapons\1handpistol\FlamingPinkLaserPistol.dds". I place that into my "MyUniqueMod-BSAbuild" folder with a path of "MyUniqueMod-BSAbuild\data\textures\weapons\1handpistol\FlamingPinkLaserPistol.dds".

Now that it is in my "-BSAbuild" folder I open up FOMM and launch the BSA Creator. I click the "Add Folder(s)" button and then navigate to the "MyUniqueMod-BSAbuild" folder and select the "data" folder inside. The BSA Creator then packages up my BSA for me with the correct pathing info, and I save it as "MyUniqueMod.bsa".

I put the "MyUniqueMod.bsa" file into my Fallout 3 data directory and delete the file that is now contained in the bsa from my Fallout 3 data folder (but not the copy that is left in my "MyUniqueMod-BSAbuild" folder. I now test the BSA file. If it works I move on to the next asset.

Wash - rinse - repeat.

Eventually your "MyUniqueMod-BSAbuild" folder contains all the meshes, textures, etc that you want and because the assets are not only packed in the BSA but stashed away in this folder, updating (should you find a problem with one of your assets is as simple as fixing the one asset and repackaging the BSA.

Hope this helps.
-Alaric_

So, does that mean I'm creating a bsa file to replace the original or a bsa that I can add to the data file without altering the original???? It seems like I'd have to edit the original to institute the changes the mod is supposed to make. Is this a reading comprehension issue (distinct possibility) or are these instructions missing a key detail? Shouldn't I unpack the bsa files and then edit them...and then create a NEW bsa file by repacking the edited orginal? Do I have to do this EVERY time I want to use a mod that changes texture/mesh/sound???
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