dthompson32 Posted September 19, 2009 Share Posted September 19, 2009 I'm trying to learn how the construction set works, and playing around with race modifications as my current project. What I wanted to do is see if I could take Nec's Mystic High Elf remake and make some minor mods to it (e.g. replace the blade bonus with a conjuration bonus). Here is what I am doing, and the effect I'm getting. 1) I open Nec's datafile by double clicking (not making it active)2) I open up the character menu and make the minor mods to starting attributes3) I click OK, then save the file as a different .esp file4) I activate the file, while turning off Nec's .esp. When I do this, I get the new starting attributes, but the hair choices are default, Ren's hair is not available. Also the eyes are Ren's Odd Eye 01, but listed as blue. Looking in the data directory, I see that my new .esp is 3K, while Nec's is 83K, so this is making me think that somehow the Ren's beauty pack isn't available to my mod. I did try double clicking both Ren's and Nec's, but that didn't work either (file is still 3K). So can someone explain what I'm doing wrong? Link to comment Share on other sites More sharing options...
niccolo Posted September 19, 2009 Share Posted September 19, 2009 Well, I have an idea. Try it again - but this time, enable Ren's beauty pack AND the mystic elf remake in CS, then do your changes. It could just be the CS being finnickity about which mods are loaded at the time... doing it this way should make your mod dependent on Ren's pack too. Also, make sure in the CS that the selection of hairs available to your elves includes Ren's hair. I can't remember exactly where that setting is, but it's in the race creation place somewhere. Link to comment Share on other sites More sharing options...
dthompson32 Posted September 19, 2009 Author Share Posted September 19, 2009 Ok, great I'll give it a try. I did figure out that I could edit Nec's file by making it active, but this is a matter of curiosity right now. Link to comment Share on other sites More sharing options...
SavageArtistry Posted September 19, 2009 Share Posted September 19, 2009 Ok, great I'll give it a try. I did figure out that I could edit Nec's file by making it active, but this is a matter of curiosity right now. If you're given the option to save as a new file, then you're only editing the default game and not your mod. You have to make it the active plugin and you will know it is when the name of the esp is displayed in the title bar of the construction set. If you don't want to risk messing up the original esp you're experimenting on, make a copy of it. Usually what I do when I'm editing an esp is just make a copy of it in the data folder, then when I'm done I can remove it. Link to comment Share on other sites More sharing options...
dthompson32 Posted September 19, 2009 Author Share Posted September 19, 2009 You know, that must be what I'm doing wrong. The new .esp has been created, but it isn't active. Thanks!! Link to comment Share on other sites More sharing options...
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