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Adding another .esp as a dependency


MrMod89

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I know this is a silly question, but it's giving me a lot of trouble. I'm trying to make an edit which requires items from two different plugins. The problem is, part of the data from the active mod disappears because the other plugin is not part of the parent masters. I've seen other mods with the requirement of other esp files.

 

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[Edit] See post #8. It had been a while since I played in Xedit. After recently doing so, some of the things I posted here in 3 are wrong.[/Edit]

 

along the lines of Xedit.

once you've gotten your own .esp mod started, IF I remember this correctly.... it's been a couple of years.....

you open all three mods in Xedit, and then drag and drop the item from the second .esp into your own .esp

Xedit will then automatically make your mod dependant on the mod that the file information came from.

 

OR

 

You create a direct copy from the donor mod to your own mod. Then edit the donor file to your own choosing. But, Xedit still makes that original mod as a dependant. I used to do it with NPC presets all the time.

Edited by StormWolf01
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Keep in mind tho, if we are talking about guns, armor, and other items that use NON vanilla assets, you can run into trouble.

As sometimes Your mod, cannot read packaged .bsa files from the other mod.

I'm afraid I've never had that issue, so I dunno how to fix, if it can be fixed. Tho.... I BELIEVE, that it involves unpacking the .bsa, extracting the files, and then some other stuff that I dunno about. A can of worms that I never wanted to open up.

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I just played around in Xedit a bit, before coming onto the forums.

Load up the .esp or whatever files in the list. Then on your own mod, right click on it, and choose to ADD MASTERS, then select the one that you want from the list. Then, immediately press CTRL + S on your keyboard. XEdit will NOT allow you to use the assets from the new master, until your .esp esl, or whatever, has been updated via a save. The items and stuff just will not show up in the lists of things you can input, until after you've done a save of the files.

 

As for direct copy. You have 2 important choices on this one. To chose to copy it as basically JUST a copy of the data or as an OVERRIDE of the data. You choose OVERRIDE ONLY if your mod will be making changes to the data. Say, if you are changing a gun to use different ammo, in your mod.

You just right click on the portion of the data that you are wanting to port into your mod. Then choose one of the copy methods that you need. Then a window will pop up giving you options of which file you want to copy that data into.

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