Closed Kelmych closed 10 years ago
http://www.nexusmods.com/fallout3/mods/3211
name: Mart's Mutant Mod - Tougher Traders.esp
req:
- name: Mart's Mutant Mod.esp
msg:
- type: say
content: Included in FWE - Not Required
condition: file("FO3 Wanderers Edition - Main File.esm")
tag:
- Actors.AIData
- Actors.Stats
- Factions
- Relations
name: Mart's Mutant Mod.esp
tag:
- Delev
- Factions
- Invent
- Relations
- Relev
- Scripts
dirty:
- crc: 0xf2b3a052
util: FO3Edit 3.0.32
itm: 41
name: Mart's Mutant Mod.esm
tag:
- Invent
- Relations
- Relev
- Scripts
dirty:
- crc: 0x9695F2A1
util: FO3Edit 3.0.32
itm: 77
name: Mart's Mutant Mod - DLC Anchorage.esp
tag:
- Scripts
name: Mart's Mutant Mod - DLC Broken Steel.esp
tag:
- Scripts
- Relev
dirty:
- crc: 0x4489C0D6
util: FO3Edit 3.0.32
itm: 2
name: Mart's Mutant Mod - DLC Point Lookout.esp
tag:
- Scripts
- Relev
name: Mart's Mutant Mod - DLC The Pitt.esp
tag:
- Scripts
- Relev
name: Mart's Mutant Mod - DLC Zeta.esp
tag:
- Scripts
dirty:
- crc: 0xCEBFCDBC
util: FO3Edit 3.0.32
itm: 2
name: Mart's Mutant Mod - Zones Respawn.esp
tag:
- Relations
- Relev
- Scripts
name: Mart's Mutant Mod - Tougher Traders.esp
req:
- name: Mart's Mutant Mod.esp
Does this mod not include Mart's Mutant Mod.esp
as a master?
name: Mart's Mutant Mod.esm
This currently also has the tags Delev
and Names
. Should these be removed?
name: Mart's Mutant Mod - DLC Broken Steel.esp
name: Mart's Mutant Mod - DLC Point Lookout.esp
name: Mart's Mutant Mod - DLC The Pitt.esp
Currently has Delev
listed in addition to the ones listed above. Should these be removed?
I didn't check that; I'll look.
Mart's Mutant Mod.esm needs Delev and Names to eliminate some vanilla objects and to rename some others With the mods I have loaded I can't see a need for the 3 MMM DLC plugins to use Delev. Of course, I suppose, there could be some other mods loaded that might require these 3 MMM DLC plugins to have Delev.
By the way, I'm removing the recommendation to use the Actors.ACBS tag. I used it because EssArrBee mentioned it was able to ensure that karma changes were preserved in Fallout NV, but it isn't working in Fallout 3.
So keep all the "old" tag
s and also remove Actors.ACBS
again?
And what about https://github.com/loot/fallout3/issues/53#issuecomment-54753670 ?
Looking with FO3Edit I would say that Mart's Mutant Mod - Tougher Traders.esp
doesn't need Mart's Mutant Mod.esp
as an rec
, and it doesn't need an after
either.
I'd suggest changing the FWE message with Mart's Mutant Mod - Tougher Traders.esp
to something like "Fallout Wanderer's Edition has an alternate approach to protecting traders that is a little weaker but might be sufficient"
Marts Mutant Mod - RC 62 (http://www.nexusmods.com/fallout3/mods/3211) Mart's Mutant Mod.esm CRC: 9695F2A1 ITM: 77 Bash Tags: Scripts, Relations, Relev, Actors.ACBS, Invent Mart's Mutant Mod - DLC Anchorage.esp Bash Tags: Scripts Mart's Mutant Mod - DLC Broken Steel.esp CRC: 4489C0D6 ITM:2 Bash Tags: Scripts, Relev Mart's Mutant Mod - DLC Point Lookout.esp Bash Tags: Scripts, Relev Mart's Mutant Mod - DLC The Pitt.esp Bash Tags: Scripts, Relev Mart's Mutant Mod - DLC Zeta.esp CRC: CEBFCDBC ITM:2 Bash Tags: Scripts Mart's Mutant Mod - Zones Respawn.esp Bash Tags: Scripts, Relations, Relev, Actors.ACBS Mart's Mutant Mod.esp CRC: F2B3A052 ITM:41 Bash Tags: Scripts, Relations, Relev, Actors.ACBS, Invent Mart's Mutant Mod - Tougher Traders.esp Bash Tags: Relations, Actors.AIData, Actors.Stats load after Mart's Mutant Mod.esp