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Adding Mod Items to Mod Actors


ezeepeezee

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I've been trying my hardest to figure this out, but I just can't seem to get it to work. I want to put the armor from one mod into the inventory of an npc from another mod - I've tried doing it simply with both loaded in the GECK, and I've tried merging mods with FO3Edit, but no matter what I do, I can't get changes to stick. So, how do you go about doing this?
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Esmify both mods with fo3edit, load in geck, add the desired item to the desired inventory or leveled list, save, epify your plugins back to normal. Fix the load order, enjoy.

 

(to esmify, check on file header and add the esm flag, to espify, do the opposite.)

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Esmify both mods with fo3edit, load in geck, add the desired item to the desired inventory or leveled list, save, epify your plugins back to normal. Fix the load order, enjoy.

 

(to esmify, check on file header and add the esm flag, to espify, do the opposite.)

 

When I make them both an esm, GECK gives me the error: 'Multiple master files selected for load. Load operation aborted.' One of them requires OA if that helps.

 

Edit: Okay, I figured it out. I only had to make the one containing the NPC records an esm. Thank you much for your help!

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I used items from one mod to put in mine, I did it by checking both my and the other mod off in the GECK, making mine active. Added the items from the other mod to mine then gave them unique IDs. Now when I open my mod in the GECK I do not need to check the other mod but the items added from it are still in mine.

 

Until I gave them unique IDs they would not show up in game (even though both mods were available) and every time I reloaded my mod in the GECK I got object errors and those items need to be placed again.

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@deadfaction

 

Your method works, but it will soon become incompatible once the other mod is updated.

Furthermore, if you hold the item you gave the npc, and the very same item that comes from the mod, they will, in fact, be different, they wont stack, and scripts made to work on one wont work on the other.

Esmification/edit/espification is far more reliable and compatible, and doesnt suffer from those problems.

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@deadfaction

 

Your method works, but it will soon become incompatible once the other mod is updated.

Furthermore, if you hold the item you gave the npc, and the very same item that comes from the mod, they will, in fact, be different, they wont stack, and scripts made to work on one wont work on the other.

Esmification/edit/espification is far more reliable and compatible, and doesnt suffer from those problems.

 

 

Well, I just proved you right. I sent my mod to another for testing and the textures didn't prot to my mod and they were left with exclamation boxes everywhere.

 

 

Esmification/edit/espification is done with what program?

 

I can't even say those words lol

 

well, I can handle edit...

Could someone explain Esmification/edit/espification a bit further for the new guy?

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Fo3edit. Just open the mod, go to file header, and you should be able to add the esm flag, save. That's esmification.

To espify, remove the flag and save.

 

Excuse my ignorance but I still don't get it. When I open FO3edit, Master/Plugin Selection opens. I uncheck all but the mod I wish to add to mine and mine (not sure if that is correct), it opens displaying the esm/esp's selected. If I left click on file header I get some info in the window on the right but I see nothing about adding flags. If I right click I get a bunch of options I'm not messing with.

 

What is "copy as new record into..." ?? when you right click file header.

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You need to edit one of the fields on the right, it's normally blank, and esms have esm on it. Once you right-click->edit, and pass the giant warning sign, tick the esm flag.

Note that you only need to open the file you want to esmify.

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