TesaPlus Posted May 15, 2021 Share Posted May 15, 2021 I have tested this and failed earlier really. The dependency of the other mod must be in the esp header to get it to work at all. Sweet Jesus :wallbash: Hmm? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 16, 2021 Share Posted May 16, 2021 Let's not confuse them too much now. Making new plugins depend on existing plugins isn't really rocket science at all, it just comes with a few road blocks one must know.The biggest one is the Vanilla Construction Set can't save (or load?) dependencies between ESPs. Only ESMs can be used as masters/parents of an ESP straight away. Doing as you were told in the Vanilla CS will loose the parents every time the plugin is loaded again, if the dependency was even saved once to begin with. Wait, no, it definitely wasn't. To circumvent this one can do the old trick of using Wrye Bash's "ESMify" feature to toggle a switch in an ESP's header to make the game/CS think of it as an ESM every time one wants to edit the dependent ESP in the CS, then use "ESPify" later to switch everything back to normal before launching the game. But that's so yesterday by now, since using the Construction Set Extender (CSE), an Oblivion Script Extender (OBSE) DLL vastly improving and enhancing the Vanilla CS when launched through OBSE, instead will automatically allow for saving/loading other ESPs as masters/parents of the active plugin. And yes, while an object can always have only 1 script attached to it ever, you can introduce a copy of that script, or an override of the existing even, with your additional code inside, through a plugin depending on the original. Link to comment Share on other sites More sharing options...
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