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How to make a mod as ressource for my new one Plz ?


Chronepsys

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I am working on a "take me home spell" for a home and I am stuck with markers.

 

Every time a create position markers in the home cell, saving my mod create a duplicate cell and my spell do not work.

I do not find how to add the home mod as a parent master of my own mod so i believe the mistake might be there.

 

Please someone can tell me the way I must follow in order to get my two markers in the right cell witouht duplicate and so, as i think, by linking the home mod to my own by setting him as a parent master.

 

Or maybe am i completely wrong :confused: so, please help !

 

PS : this is my first modding attempt.

PS2 : I am no english so please forgive me if i speak wrong.

Edited by Chronepsys
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You can have .esm or .esp as masters of your mod. The CK .ini file must allow multiple masters. Look for this and Creation Kit fixes.
First, make a safety copy of your plugin.

You must use SSEEdit or ZEdit to manually add the .esp as master: select the base mod and your mod when opening XEdit, when loaded, double-click on YOUR mod^s name. Informations will show on the right panel. You can see something named "Master File", and sub names named [Master File 0]Skyrim.esm. Right click on "Master File" line and select "Add". A new [Master File x] is created with an empty name. write the base mod name here, exactly as it is showed in the plugin list and INCLUDING the extension (.esp or .esm). Then you can close XEdit, it save your .esp. Now the base mod is the masters of yours and you can open both in the CK, yours as "Active File"

In case you made an error while writing the master name, delete your .esp, take a copy of your safety plugin and restart the procedure.

 

Cheers

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