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I wasted 5 hours of my life...


ForrestEbonwolf

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OH MY GOD! I FOUND IT!

 

I've been using the OBSE Loader... and for some reason I have no data files option on that loader, so all of my own mods were working only for the original loader that came with the game, so I can run them through the original loader... Now, is there anyway I can get my mods to work in the OBSE

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OH MY GOD! I FOUND IT!

 

I've been using the OBSE Loader... and for some reason I have no data files option on that loader, so all of my own mods were working only for the original loader that came with the game, so I can run them through the original loader... Now, is there anyway I can get my mods to work in the OBSE

You only need them to show in the OBSE loader if you intend to make use of OBSE functions within scripts. As you just started, there's no reason to do this, and doing so can lead to additional problems down the road. Until you're more experienced and know what you're doing, you should probably avoid using OBSE for your own mods.

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Best way to copy a spell over would be to use the CS on the original mod to find the spell, then I think you copy (export) that item, in this case the spell, to the other mod. I'm not sure how well this works with magic. I've only tried it with items and weapons to copy all the freebie stuff into my own weaponshop mod. (for me and me alone. Won't be being released as seeking all the permissions for some 75+ mods would take me an age, I just like don't getting stuff for free)

Alternatively, if its a mod you are changing for yourself, you can simply open that mod, cut out the rest of the clutter around it and then start building your mod upwards from that spell.

As for OBSE enabled mods... no, they won't work if you don't use the OBSE launcher. Your mod should appear though, as long as it is checked in the launcher (whichever one you use) OBSE doesn't change load order or what mods are loaded.

 

Jenrai.

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