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发表于 2022-2-22 16:07:37
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本帖最后由 ldfxf 于 2022-2-23 13:36 编辑
简单来说,就是在FO4EDIT右侧窗口看两个MOD,前置的那个对应的词条要删除掉,让前置的词条显示“红色”(主导),前置没有的不要碰,全部搞完以后再把前置的需求移除保存就完成了
这是移除一个MOD的AWKCR前置的介绍,当然也适用于任何移除前置的MOD:
这里有一个关于如何做到这一点的教程。有人在Nexus上的支持主题中问我如何做到这一点,但在我完成教程之前,他们的帖子被删除了(我记不起他们的名字),所以这里是为那些想使用依赖于这两个MOD但想删除它们的装甲的人准备的。
1.下载Fo4Edit、AWKCR和AE。要在Fo4Edit中加载目标mod,首先需要它的依赖项。启动FO4Edit并右键单击,然后选择“无”以取消选择所有内容。选择要编辑的mod,并确保仅选中一个。这将只加载该mod及其所有依赖项。
2.在mod的文件视图中,注意AWKCR和AE加载顺序中的两位数索引号。
3.展开要删除依赖项的armor mod的文件视图。
4.扩展“Armor”部分。查找任何包含关键字的条目。将会有很多不同的类型。只需删除所有AWKCR和AE关键字,这些关键字以属于AWKCR和AE的两位数索引号开头。不要删除任何普通关键词或属于装甲模组本身的关键词。
5.接下来展开“Constructible Object”部分。
-用Vanilla Chemlab Workbench关键字“WorkbenchChemlab [KYWD:00102158]”替换Armorsmith扩展工作台的“BNAM - Workbench Keyword”。这将允许装甲在化学实验室中制作。
-用vanilla UTILITY Category关键字RecipeUtility "UTILITY" [KYWD:0006980C]替换属于Armorsmith Extended的FNAM-Category(排序)关键字。这将显示在化学实验室的实用部分。
6.右键点击你正在编辑的装甲模组,选择“Clean Masters (=Remove all unused Masters)”
7.检查你正在编辑的装甲模型的文件头。AWKCR和AE不应该再在那里了。
8.保存esp文件
9.再次尝试在FO4Edit中加载它。如果它在没有任何依赖项的情况下成功加载,那么您就可以开始玩了。
原文:
- Here's a tutorial on how to do this. Somebody asked how to do this in the support topic on the Nexus but before I could finish the tutorial their post was deleted (and I wasn't able to remember their name), so here it is for any who would like to use armor that have dependencies on these two mods but would like to remove them.
- 1. Download Fo4Edit, AWKCR, and AE. To load up the target mod in Fo4Edit, you need its dependencies first. Start up FO4Edit and right click, then select "none" to deselect everything. Select the mod you wish to edit and make sure only that one is checked. This will load only that mod and any dependencies it has.
- 2. In the file view for your mod take note of the two digit index number in your load order for AWKCR and AE.
- 3. Expand the file view for armor mod you wish to remove the dependencies of.
- 4. Expand the 'Armor' section. Look for any entries that have keywords. There will be a lot of different types. Just delete all AWKCR and AE keywords you find beginning with the two digit index number belonging to AWKCR and AE. Don't delete any vanilla keywords or keywords belonging to the armor mod itself.
- 5. Expand 'Constructible Object' section next.
- - Replace the "BNAM - Workbench Keyword" belonging to the Armorsmith Extended workbench with the Vanilla Chemlab workbench keyword. It should look like this
- WorkbenchChemlab [KYWD:00102158]
- This will allow the armor to be crafted at the chemlab instead.
- - Replace the FNAM - Category (sorted) keyword belonging to Armorsmith Extended with the vanilla UTILITY category keyword. It should look like this
- RecipeUtility "UTILITY" [KYWD:0006980C]
- This will make it show up under UTILITY section of the chemlab.
- 6. Right click on the armor mod you are editing and select "Clean Masters (=Remove all unused Masters)"
- 7. Check the File Header of the armor mod you are editing. AWKCR and AE should no longer be there.
- 8. Save the .esp file
- 9. Try loading it up in FO4Edit again. If it loads successfully without either dependency, then you should be good to go.
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