modding DLCs

Post » Fri Jul 01, 2011 11:19 pm

I'm trying to figure out how to properly mod DLCs before I start just poking around and possibly mess things up. Right now I have a mod that is mostly setting and perk changes, though I'm planning on item changes, too. In order to do the same in the same mod, would I just choose the DLC I want to mod in the GECK as the master file and then my mod as the active file? And, if so and someone were to play this mod and not have the DLCs, would that cause problems for them? Thanks.
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Fri Jul 01, 2011 2:24 pm

If you make a DLC required, the mod will either crash the game or not load at all if the other people do not have the same DLC.
Thus, the term 'required'. ;)
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Fri Jul 01, 2011 8:31 pm

I don't want to make it required, I just was hoping to set it up that if someone has a DLC, the mod will work for the various items and whatnot specific to that DLC. For example, I'm removing all zoom effects unless the player is using binoculars or a scoped weapon. Obviously, I want this to apply to the police pistol and .45, along with all other DLC weapons. However, if the player doesn't have the DLCs, then it shouldn't affect him/her.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Fri Jul 01, 2011 5:13 pm

What I would suggest then is to make two versions of the file. One with the DLC stuff, and one without. Then the player can decide which to install based on what DLC they have.
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm


Return to Fallout: New Vegas