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How can 'Mod B' use an item from 'Mod A'?


syizm

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I have developed a mod with around 40/50 new weapons and armor combinations (it's uploaded as v0.99 right now)

 

A few of the things I have added are a silenced 10mm SMG, Talon Power Armor, and a Non-Scoped .44 Magnum. That is in the PRIMARY mod, if you will. It has all the data/textures/statics of the weapons and armor, but they're not exactly incorporated in to the game.

 

Now I am creating a SECONDARY mod that will modify Talon Company Mercs to occasionally spawn with the Talon Power Armor, and allow for Talon & Regulators to spawn with the .44 Magnum. Now, that problem isn't HOW to do that; I understand how to use item lists and even how to set low percentages of the Power Armor showing up sans the regular armor. So, MOD B, my 'Talon.esp" is using items from MOD A, my "Main.esp".

 

The problem is this:

 

When I save MOD B/Talon.esp everything is fine. However, when I reload Talon.esp as the active file (along with Fallout and MOD A) it comes up with an error saying that it can not find the items from MOD A.

 

 

I hope this makes sense. :)

 

Does anyone know why this is occurring?

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It's also possible to force "mod B" to use "mod A" as a master file, keeping them both as plugin files. To do this, you'll need to use FO3Edit to convert "mod A" to a master file by toggling the ESM bit in the file header, then editing them normally in the GECK, then toggling the bit back.

 

When the GECK detects that "mod A" is a master file, it adds its filename to the list of masters for "mod B". Then, after you toggle "mod A" back to a plugin file, you can load them both in the game and "mod A" will be used correctly as a master of "mod B", even though the game will treat them both as plugin files.

 

Make sure that you don't try to edit "mod B" in the GECK without an ESMified "mod A".

 

Cipscis

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  Cipscis said:
It's also possible to force "mod B" to use "mod A" as a master file, keeping them both as plugin files. To do this, you'll need to use FO to convert "mod A" to a master file by toggling the ESM bit in the file header, then editing them normally in the GECK, then toggling the bit back.

 

When the GECK detects that "mod A" is a master file, it adds its filename to the list of masters for "mod B". Then, after you toggle "mod A" back to a plugin file, you can load them both in the game and "mod A" will be used correctly as a master of "mod B", even though the game will treat them both as plugin files.

 

Make sure that you don't try to edit "mod B" in the GECK without an ESMified "mod A".

 

Cipscis

 

 

Am I going to need to use a Hex Editor to toggle the bit, or is it something FO3Edit can do? I do have knowledge of hex editing if needed.

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