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two mods into one? object errors


ghostfc3s

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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?

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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)

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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.

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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.

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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.

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