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Creation Kit Version Control - DLC Dependencies


xxxMrSlenderman

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Hello all!

 

I am currently working on a mod with a friend of mine and recently found Version Control! We have it working (technically) but creation kit will not allow our master file to be dependent on any other master file except Skyrim. It will not let it be dependent on Update, Dawnguard, or Dragonborn. We have seen other mods that require DLCs, however we cannot say that any of them had (strictly) ".esm" files in the download list.

 

The error message we get reads "(Title): No (Text): Sorry, until we're working on DLC the correct answer is No. You may need to remove an unwanted master file dependency from your plugin."

 

We see it after it asks us if we want to add the dependencies to our master file.

 

Is there a way to let creation kit allow our master file to be dependent on the DLCs? Some modding resources we downloaded ARE dependent on Dawnguard, so we want to be able to at least have that included in our Parent Masters list for our Master File. Maybe we're missing an Editor.ini or EditorPrefs.ini setting that we need to change or add?

 

We understand that there is probably an ESM/ESP file combination workaround, but if there is a way for us to have a single ESM (meaning making it dependent on Dawnguard) that would be amazing! We're thinking that turning off the "UseLocalizedStrings" flag like you do with the Skyrim.esm may work? But we are unsure how to do that currently. We don't know if that byte is in the same location as Skyrim's. (However we might try anyway just to see if we can do it, though we probably won't know unless it works.)

 

We will continue working on the mod until we reach that critical point. If any of you have collaborated on skyrim projects, we're sure you understand why we want to find a solution to this problem.

 

Early thanks for anyone who has some info!

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Check creation kit wiki, there are some ini options to allow load masters. However VC has a limit of 2 masters only for a merged plugin, this means Skyrim.esm and something else. If you want only resources from DLC, copy as new records that define those resources from DLCs into your plugin using TES5Edit or just create new records in CK and point to meshes/textures from DLC. You need to add master dependency only when you want to modify the content from DLCs like adding something in their worldspaces, changing quests/dialogues, etc. If your only aim is to use resources, then don't add masters. This is called implicit dependency and you will need to state in the mod's description that the DLC is required to work properly.

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Ok, that makes a bit more sense. Thanks. Just out of curiosity though, do you (or anyone) know if there's a way to increase the VC Master limit for merged plugins?

Nope. Maybe someone will hack it in future, but no methods to overcome this for now.

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