Deleted76451128User Posted December 3, 2021 Share Posted December 3, 2021 not quite sure how to word this one... i have 3 mods: MOD-A which has an interior that im trying to use MOD-B Which has an item im trying to use MOD-C Which will be the changes made using MOD-A and MOD-B im trying to place an item from MOD-B and a note into MOD-A's Interior however neither the note or the item appear, additionally the changes made in the CK also dont save (the items themselves remain in the item list available to place but the items actually placed in the interior are absent). i cant quite seem to place what im missing here. Link to comment Share on other sites More sharing options...
NexBeth Posted December 3, 2021 Share Posted December 3, 2021 When you open the creation kit, you will open the mod you want the new stuff in as the "active file" and not the other files. Navigate to the items from other mods that you want to use and place them in the mod you are modifying. Give those items new unique names by renaming them, then save. Be sure that you haven't made any of the other mods you are working with a master for the mod you are modifying, otherwise you will need to always have the other mod active in order to execute the changes in the mod you've modified. Link to comment Share on other sites More sharing options...
Deleted76451128User Posted December 4, 2021 Author Share Posted December 4, 2021 (edited) Be sure that you haven't made any of the other mods you are working with a master for the mod you are modifying, otherwise you will need to always have the other mod active in order to execute the changes in the mod you've modified. if im reading this right your saying to make changes directly to MOD-A but in doing so that would alter MOD-A making any changes to it a requirement rather than optional. Edited December 4, 2021 by Guest Link to comment Share on other sites More sharing options...
NexBeth Posted December 4, 2021 Share Posted December 4, 2021 You open the mod you want to modify as an "active file" and then just click on the other mods to also open those you want to use assets from but do not activate them. Then you can go to inactive mods, retrieve the assets you want to include in you "active" mod. The important part is to RENAME those assets and save them to your active mod. I mentioned the part as a cautionary not to active the other mods inadvertently because this would then make them master's to the mod you are trying to modify. If you do that, it means in order to use the Mod you are modifying, the other mods would also have to be used. I don't think you want that; however, sometimes, in the process of harvesting assets from other mods modders inadvertently do this. It is easy to spot if this has happened because when you open the CK and click on the mod you are working on, masters will automatically be listed in the CK. The key is to only make the mod you are working on as active and then renaming your asset that you are drawing from other mods. Also, you have to include the nifs and textures applicable to that asset in your mod's directory. For instance, if you have an asset in: Data/Meshes/ModX/Architecture directory and you wish to include those assets in ModY, then you have to move/copy the applicable files into the corresponding directory, such as Data/Meshes/ModY/Architecture To be honest, to simplify things, you can just copy over the assets into your mod's directory, open up just the mod you are working on and add the assets to your mod's directory, then go in to CK opening your mod and adding the asset you wish to use. It depends. Do you have access to the nifs, textures, etc? If not, then you can't use these other assets. Link to comment Share on other sites More sharing options...
Deleted76451128User Posted December 5, 2021 Author Share Posted December 5, 2021 You open the mod you want to modify as an "active file" and then just click on the other mods to also open those you want to use assets from but do not activate them. Then you can go to inactive mods, retrieve the assets you want to include in you "active" mod. The important part is to RENAME those assets and save them to your active mod. I mentioned the part as a cautionary not to active the other mods inadvertently because this would then make them master's to the mod you are trying to modify. If you do that, it means in order to use the Mod you are modifying, the other mods would also have to be used. I don't think you want that; however, sometimes, in the process of harvesting assets from other mods modders inadvertently do this. It is easy to spot if this has happened because when you open the CK and click on the mod you are working on, masters will automatically be listed in the CK. The key is to only make the mod you are working on as active and then renaming your asset that you are drawing from other mods. Also, you have to include the nifs and textures applicable to that asset in your mod's directory. For instance, if you have an asset in: Data/Meshes/ModX/Architecture directory and you wish to include those assets in ModY, then you have to move/copy the applicable files into the corresponding directory, such as Data/Meshes/ModY/Architecture To be honest, to simplify things, you can just copy over the assets into your mod's directory, open up just the mod you are working on and add the assets to your mod's directory, then go in to CK opening your mod and adding the asset you wish to use. It depends. Do you have access to the nifs, textures, etc? If not, then you can't use these other assets. thanks :) Link to comment Share on other sites More sharing options...
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