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This article is an introduction to mod files: their uses, differences, and importance both to using and making mods. Understanding how mod files work is fundamentally important to understanding how to mod.
 
This is an introduction to mod files: their uses, differences, and importance both to using and making mods. Understanding how mod files work is fundamentally important to understanding how to mod.
* Note: This page does not cover the use of assets such as mesh and texture files.  See [[BSA Files]] for more information.
* Note: This page does not cover the use of assets such as mesh and texture files.  See [[BSA Files]] for more information.


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In order to create new .esms, you can use FOMM or FO3Edit to convert an .esp to an .esm.  To '''load''' multiple .esms in the GECK, you need to change this setting in the GECKCustom.ini file:
In order to create new .esms, you can use FOMM or FO3Edit to convert an .esp to an .esm.  To '''load''' multiple .esms in the GECK, you need to change this setting in the GECKCustom.ini file:
  bAllowMultipleMasterLoads=1
  bAllowMultipleMasterLoads=1
This file is NOT found in the fallout3 folder in the BethesdaSoftworks folder.  It is found in the user folders under
'''My Documents/My Games/Fallout 3'''
Further this file typically can not be found under a normal search in windows.


'''NOTE''': If an enabled .esp has a master file, and that .esm is not enabled in the load order, the game will crash on startup.
'''NOTE''': If an enabled .esp has a master file, and that .esm is not enabled in the load order, the game will crash on startup.


== Dependencies ==
== Dependencies ==
Master files, plugins and savegames are usually dependent on other master files or plugins (the exception being the original master file that shipped with the game - that master file has no dependencies, and runs on its own). Typically, a Fallout 3 mod will be dependent on the original Fallout 3 master file. The masters of a given mod or savegame is simply the list of "parent" mods that the mod or savegame depends on. The masters of a mod can be seen in the GECK details view.
Master files, plugins and savegames are usually dependent on other master files or plugins(the exception being the original master file that shipped with the game - that master file has no depdendencies, and runs on its own). Typically, a Fallout 3 mod will be dependent on the original Fallout 3 master file. The masters of a given mod or savegame is simply the list of "parent" mods that the mod or savegame depends on. The masters of a mod can be seen in the GECK details view.


Masters lists are important because they help identify where objects in a mod or a savegame come from. I.e. when a savegame remembers an object, it essentially remembers it as something like "the 2,034th object defined in my fourth master". If the master list were somehow to be erased, then the savegame would lose the ability to match the object in the player's inventory with original object defined in the mod.  
Masters lists are important because they help identify where objects in a mod or a savegame come from. I.e. when a savegame remembers an object, it essentially remembers it as something like "the 2,034th object defined in my fourth master". If the master list were somehow to be erased, then the savegame would lose the ability to match the object in the player's inventory with original object defined in the mod.  


In regular gameplay, it's not really necessary to know about masters, but modders need to understand them, since gameplay debugging often requires working with FormIDs, and FormIDs are the way the game encodes information like "the 2,034th object defined by my fourth master".
In regular gameplay, it's not really necessary to know about masters, but modders need to understand them, since gameplay debugging often requires working with formids, and formids are the way the game encodes information like "the 2,034th object defined by my fourth master".


== Records and Overrides ==
== Records and Overrides ==

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