Jump to content


Using assets from modder's resource or permitted mods.

creation kit fallout4

  • Please log in to reply
1 reply to this topic



    Resident poster

  • Supporter
  • PipPipPipPipPip
  • 4,077 posts

Hey all !!

Ive been using assets from other mods and some modder's resources in my latest mod...

The question is securing independence from those other mods when im done.


What i do...

Basically ive unpacked all the assets into their intended folders for example  where modders resources are concerned.(data/meshes  /textures  /materials  etc.

In the case of other mods (with permission) ..I have them installed and selected in the CK along with all other masters.(those with archives are also unpacked into the game folders so i can manipulate anything i need )

In the CK i basically  find what i need then duplicate and rename the object/asset  and use it...

If it needs editing like swaps i use what i have in the game folders.


Now the question...

So far ive seen that when loading CK and NOT selecting those mod"s i still see the used objects in my mod(duplicated versions)  and when selecting my plugin when loading i dont see those other mods in the list.

Does this mean that im OK ? Are the objects independent ?


When i pack the mod (create archive) will the ck find the new objects ,create file paths and folders  etc. ?


Im asking all this because ive never used assets outside of the vanilla and DLC's before

Also will any texture swaps be also archived ?



    Resident poster

  • Premium Member
  • 4,592 posts

If you use .nifs and textures from other mods but not the static object/actor/... themselves you are ok. As long as you've created an object in your own mod.

Also tagged with one or more of these keywords: creation kit, fallout4

IPB skins by Skinbox
Page loaded in: 1.006 seconds