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Bypass DLC Requirements for Mods


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Posted
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Use this if you have vanilla Skyrim and want to use mods that make the DLC a requirement.

 

 

 

It's surprisingly stable, you can use fomods and check all the DLC options for example and Skyrim will still run fine with no CTD.

Just don't expect assets from the DLC to magically appear.

 

I've never experienced unstable gameplay with these esms active and the vanilla game has always been properly modified, even with mods that have hard dependencies.

Please let me know if you experience otherwise!

 

 

 

Installation:

1. Use Mod Organizer or NMM

                  or

1. Place the 3 esms from the file in the skyrim directory (the one "data" is in)

 

 

Questions:

1. It's been 7 years since Skyrim was released. Why don't you just buy the DLC?

-Reasons. I'm fully aware that DLC exists and that it's cheap too, so please don't post more questions related to this!

 

2. Will *insert mod name here* work if I use this?

-Probably. Post your results if you want so other people can know.

 

3. Why is the file so small?

-The files are simply placeholders, there's nothing in them.

 

4. Did you make this?

-Someone posted an esm somewhere on LL, forgot who or where. I just copied and renamed it.

I don't think they'll mind seeing as how small and easy to make the mod is.

 

 


  • Submitter
  • Submitted
    01/03/2018
  • Category
  • Requires
  • Special Edition Compatible

 

Posted

This... strikes me as a remarkably poor idea, to be honest? Few mods ever add requirements "pointlessly" - even if this lets you load them without a CTD you're now using mods that are going to be trying to use assets that don't exist on your installation... and Skyrim's not going to be happy when that happens. Not to mention the mod authors who are going to be be dealing with people reporting their game's crashing "for no reason" and it turns out they're running this thing.

Posted

If a mod needs a master record in a DLC, then it needs the actual record in the file, and trying to substitute a blank .esm will crash just as badly as if the .esm wasn't present because it still does not have the master record you need from the actual .esm.

Posted

Mods have dependencies for specific reasons. It seems foolish to try and route around them. Also, why compare Skyrim's DLC to loot crates? They are hardly the same thing. DLC is not inherently evil. If something is added after production that extends story and content of the original game, why bash it? You are only limiting yourself because apparently there is zero difference between CoD weapon skins, and the Blood and Wine for TW3.

 

(Point Im making, just get the legendary edition and quit trying to break your game...)

Posted
43 minutes ago, FubarN7 said:

(Point Im making, just get the legendary edition and quit trying to break your game...)

This. With the amount of times Skyrim Legendary has been on sale for basically chump change, if you don't have it already then that's entirely on you. Don't want to get the DLC, good for you, but don't you dare complain about mods requiring DLC content. Much less do something as potentially game-breaking as this.

Posted
4 hours ago, Mud said:

This... strikes me as a remarkably poor idea, to be honest? Few mods ever add requirements "pointlessly" - even if this lets you load them without a CTD you're now using mods that are going to be trying to use assets that don't exist on your installation... and Skyrim's not going to be happy when that happens. Not to mention the mod authors who are going to be be dealing with people reporting their game's crashing "for no reason" and it turns out they're running this thing.

+1 This sums it up perfectly

 

This is a very poor mod as the idea behind it is fundamentally flawed, it will simply lead sooner or later to a broken game

Posted
4 hours ago, MorePrinniesDood said:

If a mod needs a master record in a DLC, then it needs the actual record in the file, and trying to substitute a blank .esm will crash just as badly as if the .esm wasn't present because it still does not have the master record you need from the actual .esm.

bullshit...

 

you install armorx.esp

give it to a npc

don't like it

remove armorx.esp

reload the game

you won't crash because no more armorx.esp, game can no longer find xxyyyyyy, npc is now nude, that's all

 

it's the same if you rename empty.esp to dawnguard.esm, everything for dawnguard in those mods, bye bye

you won't crash because some npc lose their gear, some quest broke, some active effect broke, some scripts broke...

you play with a lot of broken stuff, a few more won't change anything

 

you may crash, if you rename sexlab.esm to dawnguard.esm

because mods may find xxyyyyyy in the new dawnguard.esm

 

if the game can't find it, it don't load it (you don't give a body to a npc, he's a floating head, you can see that because game don't care)

if the game can find, but can't load it, it's another storie (you give skinnaked to a dragon, they can wear that, but game won't find bone butt in dragon skeleton, game have no idea what to do with that, game enter suicide mode, game load idle xxyyyyyy on a npc, xxyyyyyy isn't an idle, game may enter suicide mode)

 

 

anyway, replacing masters with empty esp, it's to check if you really need that fucking master you don't want for the stuff you want from that mod

if that work, no need to install that master

check for errors, to delete the broken stuff (why keep the stuff for the master you don't want?)

you copy paste that esp in x.esp

and you remove that master from the mod

if the esp don't survive it, no problem, delete everything, and copy paste back x.esp, now you have your mod without that master

 

 

Posted
9 hours ago, yatol said:

bullshit...

 

you install armorx.esp

give it to a npc

don't like it

remove armorx.esp

reload the game

you won't crash because no more armorx.esp, game can no longer find xxyyyyyy, npc is now nude, that's all

 

it's the same if you rename empty.esp to dawnguard.esm, everything for dawnguard in those mods, bye bye

you won't crash because some npc lose their gear, some quest broke, some active effect broke, some scripts broke...

you play with a lot of broken stuff, a few more won't change anything

 

you may crash, if you rename sexlab.esm to dawnguard.esm

because mods may find xxyyyyyy in the new dawnguard.esm

 

if the game can't find it, it don't load it (you don't give a body to a npc, he's a floating head, you can see that because game don't care)

if the game can find, but can't load it, it's another storie (you give skinnaked to a dragon, they can wear that, but game won't find bone butt in dragon skeleton, game have no idea what to do with that, game enter suicide mode, game load idle xxyyyyyy on a npc, xxyyyyyy isn't an idle, game may enter suicide mode)

 

 

anyway, replacing masters with empty esp, it's to check if you really need that fucking master you don't want for the stuff you want from that mod

if that work, no need to install that master

check for errors, to delete the broken stuff (why keep the stuff for the master you don't want?)

you copy paste that esp in x.esp

and you remove that master from the mod

if the esp don't survive it, no problem, delete everything, and copy paste back x.esp, now you have your mod without that master

 

 

if you remove a mod, it's removed from the loadorder, the game won't even try to load it, that's why the npc is naked, not because the item doesn't exist anymore, but because it's not even loaded in the game in any way

this just tells the game "ye it's fine to load" the game loads this, but as soon as it tries to acces a record it will give a nullpointer, depending on what the mod does with the records this can seriously fuck your game and savefiles


you won't notice a thing in most times because you don't get any feedback about every variable behind the scenes, luckily in this case, the worst possible thing is a ctd and corrupted saves, if you tried this in programming (depending on what language and what you do) you could damage your RAM, system, etc.
also what people don't have the dlc nowadays? it's like 24/7 on sale, or you could even just pirate it or something, this is just a really bad idea.

Posted

This will be helpful for those who can't buy the DLC easily because Oldrim makes it expensive to get the DLC now to try and get you to buy SE.

My friend would love this for Fallout 4. He really wants to use Devious Devices, but doesn't own the DLC for it. I own it, but I also barely play Fallout 4.

 

Thanks for your hard work, though. c:

Posted

Better idea.

1. Learn to use TES5 ****ing Edit

2. Delete masters

3. Realize game is broken

4. Fix using TES5 ****ing Edit

5. Learn from your own ****ing mistakes

 

Man I'm saying **** alot.

Posted
2 hours ago, Yuni said:

This will be helpful for those who can't buy the DLC easily because Oldrim makes it expensive to get the DLC now to try and get you to buy SE.

My friend would love this for Fallout 4. He really wants to use Devious Devices, but doesn't own the DLC for it. I own it, but I also barely play Fallout 4.

 

Thanks for your hard work, though. c:

the dlc has been down to two dollars, and the LE itself has been down to 5.

 

this is a nonmod for a nonissue.

Posted
1 hour ago, Wolfsy said:

if you remove a mod, it's removed from the loadorder, the game won't even try to load it, that's why the npc is naked, not because the item doesn't exist anymore, but because it's not even loaded in the game in any way
 

 

try loading your save without obis or sic, you will have surprises

180105015155167024.jpg

the last mod in the load order, it's the save, that overwrite whatever is done to the original record

Posted
12 hours ago, Noctum28 said:

If a plugin does indeed pointlessly require a master, cleaning the masters in TES5Edit is definitely preferable to using a fake master.

This.

Posted

The above discussion of mod safety aside...

 

On 1/4/2018 at 5:27 PM, 834159672 said:

4. Did you make this?

-Someone posted an esm somewhere on LL, forgot who or where. I just copied and renamed it.

I don't think they'll mind seeing as how small and easy to make the mod is.

 

Your statement may or may not be true, but it is still good form to ask and give credit. In your case, finding the author isn't even hard... took me 2 secs to look at your posting history and find the original file maker is zaira. He/she is still active on the forum, so no excuses there.

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