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Needs help with modding mods


golemlord777

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I'm a noob at modding (been learning for 1.5 weeks). I have CS and the Oblivion mod manager.

just for fun I loaded the following from data in the CS

[X] oblivion.esm (Master)

[X] JTP_GlassWeaponsRecolors.esp (plugin)

[X] early_weapons.esp (active) <<my new mod

 

I created a new FormID for a container : "BarrelGlass" named "Barrel of glass" created from a regular barrel container.

I added the weapons to the barrels and placed the barrels in the Imperial Prison interior cell.

I saved.

When testing my new mod I selected ALL THREE FILES. Just these three to insure no conflict with other mods. Only the barrel showed up. There were no weapons inside.

I reloaded the mod in CS. It said that the IDs could not be found. I checked the barrels and they were empty. The three files were loaded when i loaded the mod but I noticed that the parent file was only the Oblivion File. I searched and tried everything i could think of, but I couldn't figure it out. So can anyone tell me how to make my mod register JTP_WeaponsGlassRecolors as a parent or otherwise make this work.

BTW modding the original didn't work either

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At basic modding levels, mods cannot see other mods. At a simple level, you cannot use content that resides in other mods in your new mod.

 

The simple solution: Just as you did with the barrel, rename all the custom glass weapons you want in your new mod so that they have new form IDs. This will make it so they reside in the original mod and in your mod too. You won't even need to have the other mod active to have the weapons show up in your game when you play your mod.

 

The much harder solution: Create a mod which is mastered to an esmified .esp. Use Wrye Bash to perform the bit flip at the appropriate times and esmify and espify at the proper times. Make many backups at various times because one false click will ruin your mod and you will have to delete it. This solution will require that the mod which your mod is mastered to always be in the load order and active when playing your mod. See this link:

De-Isolation Tutorial

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