Moronic Dude007 Posted January 21, 2011 Share Posted January 21, 2011 (edited) hi there, it's me again.Haven't been active in a long time here.Anyway, i have a question about a construction set and plugins and stuff.I want to make my own mod(for personal use until permission is given or something) which would be a veeeery slight modification of the mod called Player hunters which makes copies of audens avidius and 2 other npcs and makes them try to assassinate you which puts more action into the game.Here's the thing:I don't want to have those 3 npcs hunting me since i killed them in their quests(which doesn't affect this mod but still...).Instead, I want mo use this mod's ai packages and scripts and combine them with other things and apply them to some other npcs(like bandits or anything i create).So my question is:If i want to modify that existing .esp i have to load it with everything else i want to use(oblivion.esm as well of course) so that it's contents would appear in the construction set.WHEN I SAVE MY MODIFICATIONS AS AN .ESP FILE WILL IT ACTUALLY DOUBLE THE CONTENT BECAUSE I HAVE (FOR EXAMPLE) THAT PLAYER HUNTERS MOD SET TO ACTIVE WITH MY .ESP.WILL THOSE 3 NPCS FROM ORIGINAL MOD(ASSUMING I DON'T DELETE THEM) BE OVERWRITTEN BY MY MOD WHICH ONLY ADDS NEW NPCS(WHILE KEEPING THE OLD 3) OR WILL THE ORIGINAL MOD BE REQUIRED TO RUN MY MOD OR WILL IT BE UNNECESSARY?I hope I made this question clear.PLease help because i don't want to do anything until i'm sure of the possible effects.This is very important to me Edited January 22, 2011 by Moronic Dude007 Link to comment Share on other sites More sharing options...
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