Vault-Tec Labs
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STestFile7=
 
STestFile7=
   
STestFile6=
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STestFile6=MobyDick.esp
   
 
STestFile5=MyPlugin.esp
 
STestFile5=MyPlugin.esp
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directory.
 
directory.
   
There's also something about setting bInvalidateOlderFiles=1 in Fallout_default.ini, but I don't think that effects whether plugins show up in the launcher's data files list.[[User:Imp of the Perverse|Imp of the Perverse]] 23:13, 16 May 2009 (UTC)
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There's also something about setting bInvalidateOlderFiles=1 in Fallout_default.ini, but I don't think that effects whether plugins show up in the launcher's data files list. My guess is, it makes data from older files invalid when there's a conflict, like a tweaked version of an assault rifle conflicting with the original - the game picks the newer, tweaked version when the value is set to 1 rather than the default 0.[[User:Imp of the Perverse|Imp of the Perverse]] 23:13, 16 May 2009 (UTC)
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:I tried adding extra STestFiles, but it doesn't let you go past ten. Do you have more than ten esm/esp files in your Data directory? If so, you might need to move the extras to a temporary folder to have your new plugin show up (just a guess).[[User:Imp of the Perverse|Imp of the Perverse]] 01:06, 18 May 2009 (UTC)

Latest revision as of 01:06, 18 May 2009

Forums: Index > Help desk > Loading Plugin help
 
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I made a mod in the GECK for Fallout 3, saved it my Fallout 3 folder's data section, but it won't show up in the launcher screen's Data Files. Help? I really want this mod on, it turns all Vault 101 members into ghouls. Pararaptor 06:25, 6 March 2009 (UTC)


I've been bypassing the Fallout Launcher entirely by using the Fallout3.exe icon in the main Fallout 3 folder, so I don't have to have Steam or Games for Windows Live running in the background. Any extra data files that I want to add, I add to the STestFileXX list in Fallout.ini, located (on my Vista computer) in

C:\Users\"my username"\Documents\My Games\Fallout3\Fallout.ini

(as shown below)


[General]

SStartingCell=

SCharGenQuest=0001f388

SStartingCellY=

SStartingCellX=

SStartingWorld=

STestFile10=

STestFile9=

STestFile8=

STestFile7=

STestFile6=MobyDick.esp

STestFile5=MyPlugin.esp

STestFile4=BrokenSteel.esm

STestFile3=ThePitt.esm

STestFile2=Anchorage.esm

STestFile1=Fallout3.esm

sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices.bsa|Fallout - Voices.bsa, Data\Fallout - MenuVoices.bsa|Fallout - MenuVoices.bsa

etc...


This works, though it won't let you access the handy graphics/gameplay options window before launching the game (I adjust all of that stuff directly in the .ini files anyway, and I think any changes made the last time you used the launcher are written to the .ini files, making the launcher unnecessary after you've tweaked everything).

It looks like there's room for up to ten data files, including Fallout 3 and the DLC, though it's possible that adding

STestFile13=
STestFile12=
STestFile11=

etc...

would allow for more. The plugins and data files still have to be in your

\Fallout 3\Data

directory.

There's also something about setting bInvalidateOlderFiles=1 in Fallout_default.ini, but I don't think that effects whether plugins show up in the launcher's data files list. My guess is, it makes data from older files invalid when there's a conflict, like a tweaked version of an assault rifle conflicting with the original - the game picks the newer, tweaked version when the value is set to 1 rather than the default 0.Imp of the Perverse 23:13, 16 May 2009 (UTC)

I tried adding extra STestFiles, but it doesn't let you go past ten. Do you have more than ten esm/esp files in your Data directory? If so, you might need to move the extras to a temporary folder to have your new plugin show up (just a guess).Imp of the Perverse 01:06, 18 May 2009 (UTC)