KingL0uie Posted November 22, 2014 Share Posted November 22, 2014 Hello all, I use the following mods: Dree More Perkshttp://www.nexusmods.com/fallout3/mods/16787/? FWEhttp://www.nexusmods.com/fallout3/mods/2761/? UPP 1 & 2 (no quest, experience or beverages)http://www.nexusmods.com/fallout3/mods/1409/? VDSPhttp://www.nexusmods.com/fallout3/mods/3212/? I start up the GECK, double click on the relevant .esp (for example VDSP-01.esp), and load without any active file. I then modify the perk level requirement, and once it is done, I save a new .esp (for example VDSP-01 Level.esp), and I load it at the bottom after the bash patch (my mods are BOSS sorted). It works well, but it creates duplicates in the perk menu when gaining a level. For example: I have one "Ambitious..." at level 2, and another "Ambitious..." at level 4 (from UPP). How do you correct avoid this? Thank you in advance for your help, Link to comment Share on other sites More sharing options...
The_Vyper Posted November 22, 2014 Share Posted November 22, 2014 When you make changes to a mod, you need to set the relevant .ESP as the "active" file. Otherwise, you end up with two independent .ESPs that do the same thing in different ways. For example, you have UPP .ESP which adds the "Ambitious" perk at level 4, and you have your modified duplicate .ESP that adds it at level 2. With both plugins active at the same time, you'll get the related perk(s) at the level(s) specified in both. To avoid this, you'll either need to save the desired changes to the original mod(s), or deactivate the original(s) and just use your modified version(s). Link to comment Share on other sites More sharing options...
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