syizm Posted March 9, 2010 Share Posted March 9, 2010 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? Link to comment Share on other sites More sharing options...
Skotte Posted March 9, 2010 Share Posted March 9, 2010 I'm guessing that is happening because both mods are .ESP files but if "mod A" were an .ESM file "mod B" would be able to reference it. Link to comment Share on other sites More sharing options...
Cipscis Posted March 9, 2010 Share Posted March 9, 2010 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 Link to comment Share on other sites More sharing options...
syizm Posted March 10, 2010 Author Share Posted March 10, 2010 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. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted March 10, 2010 Share Posted March 10, 2010 FO3edit can do it, or use the FO3 Plugin Utility. Link to comment Share on other sites More sharing options...
Cipscis Posted March 10, 2010 Share Posted March 10, 2010 Oops, by "FO" I meant "FO3Edit". Fixed that now. Cipscis Link to comment Share on other sites More sharing options...
phoenixfang Posted March 10, 2010 Share Posted March 10, 2010 If you have FOMM 9.17 you can use the plugin editor, under that, in the spells tab, is an option called, Make .esm, this would save modA as an actual .esm master file, and then in the geck you'd only have to load modA as a master of ModB Link to comment Share on other sites More sharing options...
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