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Creation Kit Help


etherjez

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Hey everyone, this is my first post, so I think its in the right area.
I have also looked through the forums for the same topic, and have been unable to find anything, so I don't think its a repost.
Anyway...
I have tried to create my first Mod using Creation Kit. It is an extra NPC Mod. However, here is my problem. I want the new NPC to wear an armour which is on another Mod, so when I load creation kit, I tick the Mod I'm making and set it to active, and I also tick the armour Mod I want to use. So I put the armour into outfit etc, then equip it to the NPC, then I save it, however when I open Mod in game, the NPC is naked, and when I reopen creation kit, the Mod doesn't load automatically with my new Mod, so its not saving the armour.
Is there a way to fix this?
Thanks
:smile:

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I am new to modding myself, but I think what you need is to make the "other" mod (that you intend to borrow from, with permission I hope) a master to your own mod.

 

Check this post of mine as it contains tips with 2 methods, with either Wyre Bash or TES5Edit.

http://forums.nexusmods.com/index.php?/topic/1084856-question-about-modding/

 

PS: I was asking about another matter but the solution is the same, which is to make the target .esp a master for your new mod, so you may use its data.

 

Btw you made the same post 3 times.

Edited by Treplos
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Thanks for the reply.
I know I made the post 3 times (my bad) I clicked post, and nothing happened, so I clicked it again, and again. Then I gave up, looked in the forum and posted 3 times. Then I didn't know how to delete :D
Anyway,
I am going to try this out. Just another question you may know the answer to. How to I make an NPC give you a spell (effect spell like fortifystamina) for money. :)

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What you need to do is make your mod Active and also click the other mod (as you did).

 

Then, make a Duplicate of the armour you want to borrow.

 

So you will have OtherModArmourDUPLICATE (which is the Editor ID) with a different Form ID (the code for the form that the game actually uses).

 

Then change the name of it (Editor ID) to something like _eth_OtherModArmour

 

When it asks if you want to make a new form say NO and it will rename it rather than create yet another Form ID

 

Then you can use that copy to equip your NPC and the armour will be saved in your esp.

 

BUT

 

If you EVER want to upload the mod anywhere for others to use, you MUST get permission form the original author and give him full credit for the armour on the Description page and in the README.TXT file.

 

It's the decent thing to do.

 

Plus, you can get Banned For All Time if you don't.

 

Alternatively, make your mod use the other mod as a master as described, but then if you upload it you will still need permission and also make sure it is clear in the Description page and readme that the other mod is REQUIRED by yours.

 

~.~

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Thanks a ton Shadeybladey.
I have done the master file stuff which treplos has suggested, and it has worked. But I knew that would be hard for others to download if I ever did upload it. Great simple and easy way of doing it.
Thanks a ton!

Edited by etherjez
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Thanks a ton Shadeybladey.

I have done the master file stuff which treplos has suggested, and it has worked. But I knew that would be hard for others to download if I ever did upload it. Great simple and easy way of doing it.

Thanks a ton!

 

No problem.

 

Of course, you'd have to make copies of the textures and meshes (dds and nif files) that the armour uses as well.

 

That is why getting permission and crediting the original author is so important - making new meshes and high quality textures is very complex, highly specialised type of modding that requires specialist software as well as artistic creativity.

 

You can do what you like for yourself on your own PC, but uploading it as your own work is very, very baad, m'kay? Any mod author would be highly pissed off and anyone who did that would be quite rightly banned.

 

I think most mod authors would prefer you to use their mod as a master and mark it as required for your mod.

 

 

Cheers!

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I understand, I would always ask permission anyway. Its polite.
Regardless. Still trying to get it to work. I sent it to a different computer in my house (has skyrim as-well) and I downloaded the other armour mod it relies on, but they are still naked. :(
O well, I am going to try the duplication method, but a bit confused about meshes and stuff. Do I just copy paste the files??
:)

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You'll only need to concern yourself with the meshes and textures if you plan on getting or already have the mod author's permission and intend on releasing your mod.

 

Otherwise follow ShadeyBladey's advice and you should be fine.

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I now have mod authors permission.
Could anyone walk me through the steps to getting the my mod to use this other armour mod without need for others to download the armour mod.
Also, does anyone know how to export the custom voices?
Thankies :)

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Most mods include a small chunk of the /data folder containing the mod's information and what you need is the part of it pertaining to the armor mod. Likely the armor mod contains a number of .nif meshes in a data/meshes subfolder as well as corrosponding .dds textures in a data/textures subfolder.

 

If you duplicate the items as described above, you'll only need the .nif and .dds files it uses (assuming it doesn't use anything else). An easy method that may work is to manually download the armor mod and unzip it, then delete the .esp and you have all the files needed for it remaining. Your new .esp will know what to do with those files.

Edited by budcat
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