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Outfit Issues


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#1
JDice88

JDice88

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Hello, I'm not sure if this type of thread exists already..maybe I used the wrong wordage when I searched but I figured I'd post and see if I can find any answers. I use Immersive Armors, Actualized Apparel, Immersive Weapons mods. They all work flawlessly in game, and even in the Creation Kit. The issue I'm having is when I use items from the respective mods to "build" a new outfit, it doesn't appear in game. I can build the Outfit, and set it as default for the NPCs I make and the items will show just fine in the Creation Kit, but when I start the game, the NPCs who i've set the outfits to appears naked, the items aren't in the inventory either. Could anyone possibly explain to me why this happens? Any information would be great, thank you.



#2
JDice88

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Bump, no one has any idea how I can fix this?



#3
cdcooley

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Since you're trying to pull resources from multiple mods, you're running into the problem that the CK doesn't support ESP files being dependent on other ESP files as masters.

There's a trick to work around that problem though. Wrye Bash has a feature to "ESMify" an ESP file and then restore it to it's original state. (Other tools may have this feature too, but I use Wrye Bash so haven't explored other tools for that task.) The mod names aren't changed in that process, but an internal flag in the mod gets changed letting the CK use it as a master.

The process for creating a mod that uses other ESP as masters is to ESMify the other mods, then open and load them into the CK, make your changes, save your new (or modified) ESP file, exit the CK, and ESPify the mods. It's important to restore the mods to their original state before trying to use them in the game, because the game expects the ESP files to act like ESP files.




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