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Making another person's weapon craftable


lilgamefreek

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So, I downloaded a molotov mod the other day and was sort of peeved at how rare the things were and how I couldn't make any myself. So I decided to make a craft mod for my own use.

 

I'm using CRAFT just because I have an effective model to base my code off, the centaur spit grenade. Now, I followed the example to the T, but for some reason it isn't working and I'm certain it has to do with the fact that my code isn't accessing the molotov weapon correctly

 

Basically, since GECK does not allow you to fully incorporate another person's material into your own, I have the code calling the editor ID in another mod. Can I do this? My code basically reads

 

player.additem weapMolotov 1 100

 

This code is in a new .esp named Craftable Molotov

 

weapMolotov itself is in Molotov.esp

 

Is this allowed because currently I can go up to a workbench, go through the whole process, and the script will take away the items used to make the molotov, but it will not add the molotov to my inventory. Every other aspect, from the messages to the item numbers, work. The only thing I haven't done is to put all of this in molotov.esp, but that would involve me rewriting perfectly good code.

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Normally you can't access information in one plugin file from another plugin file - only information in master files can be accessed in this way.

 

However, there is a method known as "de-isolation" that can be used to access information in one plugin file from another plugin file. It basically consists of using a tool like FO3Edit to convert the "source" plugin into a master file, then creating your plugin file that uses data in the "source" file, then converting the "source" file back to a plugin file.

 

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Actually, this would probably be easiest to do in FOMM's plugin editor, as opposed to FO3Edit. To change a plugin file to a master file, just open it up in FOMM's plugin editor, then select the file and go to Spells->Make esm to turn it into a master file (just overwrite the original file, keeping the same extension).

 

Once you've done this, create your mod as you usually would with the new master file loaded. You will now be able to successfully use resources from the "source" file in your master file. After you've finished, you can change your "source" file back into a plugin file.

 

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