blissfullyfemale Posted July 16, 2006 Share Posted July 16, 2006 Is it possible to make a mod for someone else's mod? For example, I have a housing mod that I'm editing, and it would really be nice to just mod it .. instead of copying the entire thing and then deleting certain things, and adding others. When I try to do that (open the mod and my own mod as the active file) then try to save it, it gives me all these assertation errors. The error says: Assert at C:\Projects\tes4\TES Shared\TESObjectCELL.cpp, 1545Now, that's mostly greek to me, but I'm pretty sure the problem is that I am deleting an object from the mod, and it really doesn't like that. Is there a way around it, or am I just going to have to suck it up and copy/edit someone else's mod? Thanks, B Link to comment Share on other sites More sharing options...
MotS Posted July 16, 2006 Share Posted July 16, 2006 Is it possible to make a mod for someone else's mod? For example, I have a housing mod that I'm editing, and it would really be nice to just mod it .. instead of copying the entire thing and then deleting certain things, and adding others. When I try to do that (open the mod and my own mod as the active file) then try to save it, it gives me all these assertation errors. The error says: Assert at C:\Projects\tes4\TES Shared\TESObjectCELL.cpp, 1545Now, that's mostly greek to me, but I'm pretty sure the problem is that I am deleting an object from the mod, and it really doesn't like that. Is there a way around it, or am I just going to have to suck it up and copy/edit someone else's mod? Thanks, B open the mod you want to mod ( xD ) as the active file^^ Link to comment Share on other sites More sharing options...
blissfullyfemale Posted July 16, 2006 Author Share Posted July 16, 2006 open the mod you want to mod ( xD ) as the active file^^ if I do that, though, when I save it will overwright the original mod, right? I don't want to do that .. I want to keep my changes separate from the original (thus modding the mod). B Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 16, 2006 Share Posted July 16, 2006 In my experience, it is usually a bad idea to load more than one mod at a time. This is partially because of how the CS handles the files. If you have a mod with a cell with a container, then make a new mod to change what is in that container, only the changes to that container are saved in the new mod, not the cell, or the base container. If you want to change a mod to your own liking, you'll need to do the changes to just that mod. Just make a backup of it somewhere so that if you break it, you can go back. As long as you aren't uploading, or aren't giving credit where it is due, most people don't mind you looking at/changing their mods. Link to comment Share on other sites More sharing options...
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