vforvic Posted March 14, 2010 Share Posted March 14, 2010 I am trying to take clothing and Jewelry mods that you have to use the console to add and use the GECK to put those items in a container that I have made for easy access. I can add the items to my container via the GECK, but when I come back into the GECK after saving my esp they are missing from the container. I can put general fallout.esm stuff such as Buffout or whatever and they stay, but anything from other mods vanishes once I save my container mod and reload. What am I missing? Link to comment Share on other sites More sharing options...
nosisab Posted March 14, 2010 Share Posted March 14, 2010 I am trying to take clothing and Jewelry mods that you have to use the console to add and use the GECK to put those items in a container that I have made for easy access. I can add the items to my container via the GECK, but when I come back into the GECK after saving my esp they are missing from the container. I can put general fallout.esm stuff such as Buffout or whatever and they stay, but anything from other mods vanishes once I save my container mod and reload. What am I missing?You can't reference other mod from yours, you can only do it with ESMs. Sometimes a user can make a mod using 'static' files, like meshes, textures, etc from another mod, that is because the only reference is to an existent folder supplied by the other mod and not dependent on it in any other way. BTW, you can even remove the original mod's ESPs provided the folders and files from it are kept. But you can't do such thing with references, you can't use an object placed "in game" by the other mod, Unless you have a way to grant you retrieve it's actual reference ID, something I think OBSE can help but... Link to comment Share on other sites More sharing options...
vforvic Posted March 14, 2010 Author Share Posted March 14, 2010 I am trying to take clothing and Jewelry mods that you have to use the console to add and use the GECK to put those items in a container that I have made for easy access. I can add the items to my container via the GECK, but when I come back into the GECK after saving my esp they are missing from the container. I can put general fallout.esm stuff such as Buffout or whatever and they stay, but anything from other mods vanishes once I save my container mod and reload. What am I missing?You can't reference other mod from yours, you can only do it with ESMs. Sometimes a user can make a mod using 'static' files, like meshes, textures, etc from another mod, that is because the only reference is to an existent folder supplied by the other mod and not dependent on it in any other way. BTW, you can even remove the original mod's ESPs provided the folders and files from it are kept. But you can't do such thing with references, you can't use an object placed "in game" by the other mod, Unless you have a way to grant you retrieve it's actual reference ID, something I think OBSE can help but... OK, now it all makes sense to me. Thanks for getting that all clear in my head. Link to comment Share on other sites More sharing options...
vforvic Posted March 14, 2010 Author Share Posted March 14, 2010 One quick follow up thought. Would there be any reason why you should not or could not use FO3Plugin to convert the clothing mod to an esm so you could then put the clothing in your container? Link to comment Share on other sites More sharing options...
3vilg3nius Posted June 20, 2010 Share Posted June 20, 2010 One quick follow up thought. Would there be any reason why you should not or could not use FO3Plugin to convert the clothing mod to an esm so you could then put the clothing in your container? 3 Full proof ways to go about doing this... Method 1. Load the esp's you want the items from and set yours as active file. Double click them give them new id's and say yes to create a new form for each item you want to load into your mod. This method is easy if there is only a few...but with weapons, custom characters and such it becomes tedious, because there are also custom sounds...so the same follows you have to rename and re-target those as well for each item. Textures and meshes follow naturally, so there should be no issue there. Method 2. Use FOMM, load up TESsnip, select the mod you want the resources from, use spells tab, and "make esm." When you load geck, load the new esm with your mod and walla...only down side is, your mod will be forever reliant on this esm in order for your mod to work regardless of whether it is loaded in FOMM or not...your esp will require it stay in Data folder, well in short your FO3 will crash on load if that esm is not present when ever you check the box to load your mod and play it. Actually, you wont even be able to load your esp in geck if that esm is not present in the data folder. Method 3. Use FO3edit to merge the two esps into one...in essence FO3 edit will let you "deep copy" the info from the mod you want the resources from, and place them into your esp. But this method copies everything in the other mod, so if the other mod places characters, weapons, etc.etc...custom buildings...all of it will follow...pretty much what this method does is create an esm "within" your esp...same as above, but you dont have to keep up with it. Personally, my rule of thumb is, if there are less than 100 items, weapons, armor, etc in a mod and I want to use them; I I go with method "1". Its less risky to just create entirely new objects based on the ones you want...i.e. Kikai equipment...if you want all the jewelry...select the one you want in GECK, rename the ID to what ever you want, create new form...and your done...usually I keep the same form id for everything, but Ill add like a prefix that I copy...say "AAccessory" to the beginning of each id...create new form...it makes for quick copy paste. Textures and Meshes and stats should all stay in tact...when your done close geck, reload everything and open geck...and cross reference the items you created with the mod to make sure everything is identical, aside the object ID of course. Custom textures and meshes usually always stay; its custom sounds that have to be copied and replaced usually...for instance...if you copy a weapon from a mod and it uses a non-vanilla sound "WPNm4a1fire2d or 3d" then you have to rename the sound in geck to something else, save new form...then open the new weapon and re-target the new sounds. Not so bad, alot of the fire sounds are weak sauce anyway...gives you a chance to replace them if you want. Anyway these are my methods. I'm a tedious perfectionist...sorry. hope this helps someone. Last bit of info...make the line in your ini file for allowmultiplemaster loads or what ever is set to 1. Allows you to load more than 1 esm at a time. Link to comment Share on other sites More sharing options...
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