CaptainTyro Posted December 1, 2021 Share Posted December 1, 2021 (edited) As I mentioned a while back I'm making a mod at the gun runner's which adds a expanded Bunker filled with loot, a garage for car mods with vertibird mod landing pad, and a side story about an army squad resupplying a Bank when the bombs fell. I've managed to make the mod stable after a redesign, and now Its functioning in game. The issue is that there's several mods listed as needed masters; such as MoonQuest.esm (from boom to the moon quest mod, as I wanted to look at a watercooler script) and speedyresources.esm ( a GECK asset expansion I ultimately didn't need as vanilla assets worked better). I can see these mod's assets from static objects to scripts, but what I want to know is, how do I work out what is needed for my mod, I imagine there's a way to see what's in use, but I don't know how. Hope one of you guys can help. Edited December 1, 2021 by CaptainTyro Link to comment Share on other sites More sharing options...
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