Disabaling DLC does not stop items from being added

Post » Fri May 27, 2011 8:44 am

I have the Classic pack. it seemed unrealistic to have that stuff upfront. I was hopping to disable the .esm and not have it until I felt it made sense.

However it seems like the DLC are permanent. If I disable the .esm it does not stop the game from adding the items. If I removed the .ESM, BSA, and NAM from the data folder causes the game to crash before the slide show, or if it does start the game still adds the items. This is nuts.
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Betsy Humpledink
 
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Post » Fri May 27, 2011 9:17 am

Yah, that does sound nutz.

I"'m going to have to drink more Black Jack and pop a couple more Hydrocodone and ponder this.

If I don't pass out before I compute an answer I'll be back soon.
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Ash
 
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Post » Fri May 27, 2011 8:21 am

A random brain cell fired off a possible course of action.

Check this file path (presuming Win 7)
C:\Users\XXXXyouruserhere\AppData\Local\FalloutNV

file plugins.txt
make sure references to the addon esm's arn't lurkin in there.
Mine looks like this:

# This file is used by Fallout NV to keep track of your downloaded content.
# Please do not modify this file.
CaravanPack.esm
ClassicPack.esm
FalloutNV.esm
Further3rdPersonCamera.esp
m02 PerkEveryLevel.esp
M03 Binocs12fov.esp
M82.esp
Realistic_Repair_Lists_v02.esp
URWLNV.esp

Another idea. Make sure your user in Win 7 has write privileges to the steam directory tree and any ini files it might need to write to.

barring all that nonsense.. here's the drunken Texan solution. Put the [censored] back the way it was. Take the toys given you and stash them in some locker until you feel you deserve
their awesome goodness. ????? Profit.
That's known as the KISS method too. Keep It Simple Stupid.

By the way that esm order above makes no sense to me. All the ordering I learnt in Fallout 3 modding taught me that FalloutNV.esm should be first
and any other esm's must follow the main vein game esm. But that is the way this install set up
the freebies. Could be Fallout NV is on some strange dust.
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hannah sillery
 
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Post » Fri May 27, 2011 6:03 am

Because in that file it orders them alphabetically. The game actually loads them by file date.
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Danel
 
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Post » Fri May 27, 2011 1:09 am

Because in that file it orders them alphabetically. The game actually loads them by file date.

\\

Hmm, that's interesting. I wonder what FOMM was doing in F3 then.. modifying the file dates??? Cause it orders em by user preference.
I used to run FOMM with about 40 mods applied. I'd not always start f3 with FOMM cause once FOMM sorted em the mods would load in the order
FOMM last set. Could llaunch F3 directly and keep the last order.
I always thought FOMM set the order in the text file I just referenced..

Well, that's a puzzle for another day.
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Kaylee Campbell
 
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Post » Fri May 27, 2011 9:56 am

Ehrm...simple solution:

Go into ...\Fallout New Vegas\Data

Backup all files that start with "Classic Pack". Then erase them.

Problem solved. And if you want it back simply copy the backed up files into the Data folder again.
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Jessica Colville
 
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Post » Fri May 27, 2011 7:48 am

Ehrm...simple solution:

Go into ...\Fallout New Vegas\Data

Backup all files that start with "Classic Pack". Then erase them.

Problem solved. And if you want it back simply copy the backed up files into the Data folder again.


This doesn't work. it's like the files are merged into the game or something.
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Monika Krzyzak
 
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Post » Fri May 27, 2011 1:58 pm

here's the drunken Texan solution. Put the [censored] back the way it was. Take the toys given you and stash them in some locker until you feel you deserve
their awesome goodness. ????? Profit.
That's known as the KISS method too. Keep It Simple Stupid.



That is the best course of action to take for this game.
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Unstoppable Judge
 
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Post » Fri May 27, 2011 12:47 am

Try loading http://www.mediafire.com/?8eb76w5toxbe5ti without the Classic Pack's ESM ticked? Provided the plugin gets you around the crash, save and reload the game without the experiment and all will revert such that the DLC should work normally again when you decide to turn it back on. They needed null forms left in FalloutNV.ESM since the DLC forms are injected into it. Since the injected forms have [00] FormID's, they're not removed from the save and are then absent. I think they're going to copy the DLC's back into the main GOTY FalloutNV.ESM, then allow the player to get the items by other means...?
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Zach Hunter
 
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Post » Fri May 27, 2011 12:16 am

I dont suppose any one created those for all the DLC packs.
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Stephanie Nieves
 
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Post » Fri May 27, 2011 6:11 am

I dont suppose any one created those for all the DLC packs.
If the experiment works, It just might be in order...
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Nikki Morse
 
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