CanadaMan7 Posted May 7, 2009 Share Posted May 7, 2009 Hey all,I'm trying to create a mod that replaces Talon company with guys in German Power Armor. So far, I have renamed all the Templates to have the name "German Panzer Infantry". No problems there. What is KILLING me is that for some reason, they're not wearing the custom power armor that I have for them. I replaced the leveled list "Talon2armor" and put in the armor. I check in game and they are not wearing anything. I check BACK and the leveled list is empty. Everyone still has the leveled lists I gave them but they are all empty. Anyone know whats up? If it helps any, the armor is in 2 different .esp files: 1 for the helmet and 1 for the armor. Link to comment Share on other sites More sharing options...
TGBlank Posted May 7, 2009 Share Posted May 7, 2009 Are you trying to add the armor to the list on both esps? or on a third esp? Link to comment Share on other sites More sharing options...
CanadaMan7 Posted May 7, 2009 Author Share Posted May 7, 2009 A third .esp Link to comment Share on other sites More sharing options...
Holty07 Posted May 7, 2009 Share Posted May 7, 2009 You should do it all in one .esp to save any problems. I'm not sure but I've never been able to use an .esp as a master effectively. Try combing all of them and trying from there. Look at FO3Edit or FO3Plugin Manager on the nexus for some helpful editors. Link to comment Share on other sites More sharing options...
TGBlank Posted May 7, 2009 Share Posted May 7, 2009 Hmm, you can still do things in different esps. BUT, the geck doesn't like you listing esps as masters (in fact, it doesn't really let you, hence the empty leveled lists).Luckily for you, fallout doesn't mind. So it all comes to tricking the geck to believe the files are master files. This can be done in fo3edit with ease, just open the file, go to file header and add the esm flag. If you are in doubt as to where to add it, check fallout.esm or any esm and see where the flag is in the file header. Once your mod is done, you can roll back the change so that your other two mods behave as regular esps. Link to comment Share on other sites More sharing options...
Holty07 Posted May 7, 2009 Share Posted May 7, 2009 Blank would this be a good way to add a plugin for a plugin. Say I added a few weapons to the WMK and then saved it would it work. At the moment I simply merged them together because my game would simply crash. Link to comment Share on other sites More sharing options...
TGBlank Posted May 7, 2009 Share Posted May 7, 2009 Yep, you need to turn on the esm flag inside WMK (with fo3edit), then make your mod adding the weapons, and once the mod is complete and saved, open WMK and remove the flag (again, with fo3edit). Note that you DO NOT want to rename wmk into a .esm, that won'd do anything, it's the internal flag that matters.Also note that everytime you want to open your plugin in the geck, you need to esmify WMK again. This method is as old as Oblivion, it's called mod de-isolation and it's VERY handy to know. Link to comment Share on other sites More sharing options...
CanadaMan7 Posted May 7, 2009 Author Share Posted May 7, 2009 Wow, thanks for all the help! Quick question: You have to make both of the armor files .esm's in order to make it work, right? Link to comment Share on other sites More sharing options...
TGBlank Posted May 7, 2009 Share Posted May 7, 2009 Flag them both as if they where esms to trick the geck, yes.You'd also need to edit the geck's ini to ballowmultiplemasterfiles. Link to comment Share on other sites More sharing options...
CanadaMan7 Posted May 7, 2009 Author Share Posted May 7, 2009 Which .ini file is that? All I see are low,medium, high, and fallout_default Link to comment Share on other sites More sharing options...
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