ghostfc3s Posted April 13, 2009 Share Posted April 13, 2009 So I’m trying to take two item mods, and use them in my mod.However, when I have “completed” my mod, and I reload in to the GECK I receive errors stating the objects that the npc’s and containers are dependent on IE the objects from the other two mods are not found, they reset to the default settings. I have set my new mod as the active one hoping it would save the other two mods objects and pathways into that .esp but that does not seem to have worked, as well when loading with the original two mods selected I still have the same errors.Basically I’m trying to give the vault dwellers security in 101 modded armor and weapons at the start of the game. I load up the weapons and armor mods with the fallout3 main file, did not set any as active, changed the npc equipment I wanted then saved it to a new .esp. When loading the new esp the objects from the other two mods are not there, there for my changes to the npc loadout is invalid and it resets them. Any help on this? Link to comment Share on other sites More sharing options...
TGBlank Posted April 13, 2009 Share Posted April 13, 2009 The geck doesnt like you having other esps as masters. (the game actually doesn't care). You want to use tesnip or fo3edit to "esmify" the mods you want to use as master, then make your mod, then "espify" the mods back to normal. Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 13, 2009 Author Share Posted April 13, 2009 The geck doesnt like you having other esps as masters. (the game actually doesn't care). You want to use tesnip or fo3edit to "esmify" the mods you want to use as master, then make your mod, then "espify" the mods back to normal. So once I have esmify the two other mods I can load them up in in the geck make my mod and just save them all as one? esp? First mod for fallout 3 so I need a bit of hand holding, or a tutorial of there is one (I looked but could not find one) Link to comment Share on other sites More sharing options...
TGBlank Posted April 13, 2009 Share Posted April 13, 2009 wait. One thing is MERGING 2 mods. the other is USING 2 mods as master for your own. I explained the later as what you seemed to want was to load them and give some weapons to a couple npcs. Link to comment Share on other sites More sharing options...
cj577 Posted April 20, 2009 Share Posted April 20, 2009 So I’m trying to take two item mods, and use them in my mod.However, when I have “completed” my mod, and I reload in to the GECK I receive errors stating the objects that the npc’s and containers are dependent on IE the objects from the other two mods are not found, they reset to the default settings. I have set my new mod as the active one hoping it would save the other two mods objects and pathways into that .esp but that does not seem to have worked, as well when loading with the original two mods selected I still have the same errors.Basically I’m trying to give the vault dwellers security in 101 modded armor and weapons at the start of the game. I load up the weapons and armor mods with the fallout3 main file, did not set any as active, changed the npc equipment I wanted then saved it to a new .esp. When loading the new esp the objects from the other two mods are not there, there for my changes to the npc loadout is invalid and it resets them. Any help on this? I found out also if you don't make a unique FormID for the object it won't save. Link to comment Share on other sites More sharing options...
floydman1 Posted April 21, 2009 Share Posted April 21, 2009 So I’m trying to take two item mods, and use them in my mod.However, when I have “completed” my mod, and I reload in to the GECK I receive errors stating the objects that the npc’s and containers are dependent on IE the objects from the other two mods are not found, they reset to the default settings. I have set my new mod as the active one hoping it would save the other two mods objects and pathways into that .esp but that does not seem to have worked, as well when loading with the original two mods selected I still have the same errors.Basically I’m trying to give the vault dwellers security in 101 modded armor and weapons at the start of the game. I load up the weapons and armor mods with the fallout3 main file, did not set any as active, changed the npc equipment I wanted then saved it to a new .esp. When loading the new esp the objects from the other two mods are not there, there for my changes to the npc loadout is invalid and it resets them. Any help on this? I don't mess with esm files. Usually I just use fomm's plugin editor to copy forms from one plugin to mine. Make sure and save your plugin with fomm and then open it up again in the geck after that and u should have all of the stuff you copied over. It saves me a bit of time. You can probably do the same with fo3edit but I've yet to mess with it. Link to comment Share on other sites More sharing options...
TGBlank Posted April 21, 2009 Share Posted April 21, 2009 Let's say you load mod A, and mod B, and "copy" the guns from A and put it in B's NPC.Now you get gun A through A's normal methods, and then kill an NPC from B and loot it's corpse.The two guns, while they'll have the same name, will be completely different for the game: they won't stack, scripts for one wont pick the other, and if A gets updated, B's gun remains the same.These are the reasons why esmification is used. It saves you from a bloody mess of item effects and scripts. Link to comment Share on other sites More sharing options...
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