NuclearArbitor Posted December 9, 2009 Share Posted December 9, 2009 Currently I'm working on a mod and using references from other mods. They appear fine in the CS but if I save and close they don't load when I reopen the editor. Do i have to combine the .esp or remake the references in or to use them? Link to comment Share on other sites More sharing options...
David Brasher Posted December 9, 2009 Share Posted December 9, 2009 I may not understand your situation. When you open two or more mods at once, they will all show up just fine in the CS. But if you want to graft parts of one of the mods to the active mod, you must rename the items, scripts, quests, etc with new form IDs. Everything connected with them must also be renamed. So if you have a chest with a script that contains a weird ingredient, you will need to rename the chest the script and the ingredient for a total of three changes. I have trouble transferring anything from one mod to another if the mods are complex with lots of quests and scripts and things which are connected to other things. The CS crashes when I click save. I don't know if the CS crashes because there is a bug in my mod and it can't deal with bugs, or if it crashes because my mod is complex. But if your mods are relatively simple, you ought to be able to do what I suggested. Link to comment Share on other sites More sharing options...
LFact Posted December 9, 2009 Share Posted December 9, 2009 You can't make .esp for master of another .esp normally. To do that, you need this: Mod De-isolation. Link to comment Share on other sites More sharing options...
NuclearArbitor Posted December 10, 2009 Author Share Posted December 10, 2009 When you save your new plugin, TESCS will refuse to remember that your plugin was built on top of those other ESP files. That is my problem, I think. Thank you. Link to comment Share on other sites More sharing options...
Recommended Posts