dferstat Posted August 3 Share Posted August 3 I have a problem with one of the attachments for a weapon mod that I've downloaded. The attachment in question has a clearly erroneous AP cost of 2500, and it prevents the user from attacking via VATS. Now, with FO4Edit, I've created a patch to fix this specific error, and saved it to a new file. The only content of the patch is the record in question. Looking at the original mod, I can see that the only record that it shares with the patch is the one in question. Comparing the two, I can see that the only difference in the relevant record is the edited property. In Vortex, I can see that the the patch is set to load after the original mod. However, running the game with both mods has made no difference. Now, the original mod is an ESL, while the patch created by FO4Edit is an ESP. 1) Can an ESP overwrite an ESL? 2) If not, do I need to change my patch to an ESL, and do I need CreationKit to do so? Thank you for your time, and, in anticipation, for your help. Link to comment Share on other sites More sharing options...
Qrsr Posted August 3 Share Posted August 3 Load the ESP after ESL and will override. In Mo2 check Priority and Mod Index! Priority wins. Link to comment Share on other sites More sharing options...
dferstat Posted August 4 Author Share Posted August 4 Hmm ... dunno what I was doing wrong, but it's working now. Thanks! Link to comment Share on other sites More sharing options...
Qrsr Posted August 4 Share Posted August 4 ESL are good for mods which do not add new obejcts over and over again, probably perfect for simple base game overrides. anything else may cause trouble. if one will renumber the ESL FormIDs a patch might not work afterwards.. notice CK tends to renumber on its own when modifying an ESL with new (non base game) FormIds. Link to comment Share on other sites More sharing options...
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