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Pensize

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Everything posted by Pensize

  1. Kudos, Domongart, that method worked for me. Thanks! I concur, this fixed the issue for me. Thank you.
  2. Hello, I apologize if this has been answered already or if it's a simple task, but I cannot figure it out and cannot find anything when searching. Let's say you want to create an item that is normally only static, like the linen napkins you see. Since there is no Misc item for me to clone, I'd have to create a new one. Which is fine, except when I hit the Edit button where you choose the model for the item, it just opens a standard file browse dialog window. I want to create new items using vanilla meshes, not creating new ones. I realize I could extract the vanilla mesh but again, the point is to not require those extra meshes. I've also seen this done, but I cannot for the life of me figure out how that was accomplished. Is there some trick that I haven't been able to find? How do you select vanilla meshes for new items in the CK?
  3. This is excellent, thanks for the write up.
  4. That guide is awesome, thank you for posting that. I am getting my feet wet trying to learn the CK and found this post, which helped me get past the issue the OP was having. Just wanted to note, in the newest Wrye Bash, all you actually have to do now is right-click on your "patch" mod and click "Add Master", then select the mod you are patching. No need to do all of those other steps! So, the current method to create a "patch" for an existing mod (or Mod an existing Mod), is to open the CK and select the target mod but don't set it as the Active File, make your changes and save it as a new mod. Then open Wrye Bash and find your patch esp, add the target mod as the Master, and that's it. I just used this method to modify the recipe for some armor in a mod I downloaded while leaving the original intact. Thanks again for the guide, it was helpful!
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