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Edit a mod's esp but keep name the same?


KMA

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I just wasted two days trying to figure out why my rebalance of the Fallout Classic Weapons was failing to work ("CFW rebalanced" as a working title). If loaded by itself all the the new weapons would disappear from the game, and if the original ESP was loaded first and then mine after (in FOMM), all my edits were not used. After assuming that the FOMM editor was to blame (which was not the case) I spent another day redoing everything from my spreadsheets, in the GECK (in all its crashing glory). When this too failed I began to bang my head against it, and eventually after a partial concussion, I realized that I was assuming that the program (Fallout 3) was working properly. Once I discarded this presumption, I then realized it was looking for the same name as the original ESP. After renaming my mod it worked like a charm.

 

If using the same name is required for this weapons edit, will it be necessary for all future edits? Is it only necessary when a new game is not desired? Does this mean that modular mods are not possible (at least for weapons) - where I can release an ESP that mods another mod? I cannot be the first to notice this, yet there is nothing else here about it. I tried to look on the Bethesda forum but their useless requirement that none of the search terms are under four letters, prevents me from searching about ESP naming and forum naming is too general.

 

Once again, I hope this helps someone else from recreating my migraine.

 

Cheers!

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