leftisthominid Posted June 18, 2015 Share Posted June 18, 2015 I am trying to modify Augusta Calidia. I opened TES CS, and set Oblivion Character Overhaul as the active file with nothing else opened. I made all almost all the edits I wanted. Saved. Augusta Calidia was still wearing the clothes she was wearing before I edited her, but when I pick-pocketed her, it was clear she had the items I gave her (as well as likely the stats I gave her). The last edit I want to make to her is to get her into the Knights of the Nine as a Knight Commander. Since I am the Divine Crusader, that would make her compatible as a follower, but everytime I try to load both the Knights plugin and the Oblivion Character Overhaul plugin (with Oblivion Character Overhaul as Active). The program always crashes when I save. Nothing else is checked. Just two ESPs nothing else. What is going on? Link to comment Share on other sites More sharing options...
Surilindur Posted June 18, 2015 Share Posted June 18, 2015 (edited) The normal Construction Set apparently cannot use an .esp as a master of another .esp. All masters must be .esm files, which can be achieved by backing up the original .esp (copying it somewhere) and then making the .esp you want to use as a master an .esm (Wrye Bash has the feature, I think, when right-clicking the .esp in the plugins list). After the plugin is created, with the two .esm files as its master, the original .esp version of the other master (in this case, the Knights.esp) can be restored and the .esm version gotten rid of. Then it is probably necessary to change the other master stored in the created plugin (the list of its masters) to point to the .esp version instead of the .esm version of it with which the mod was created. TES4Edit or Wrye Bash might help. I have never done that myself, though, as it is a bit... overly complicated. The easiest way to use an .esp as a master would be to use the Construction Set Extender by shademe. It makes the CS work much better, makes it more user-friendly and allows you to load any plugins to use as a new mod's master without the need to 'esmify' or 'espify' anything. I highly recommend it. Also, you will not need to use OCO 2 as a master. You can just make the mod, place it above OCO 2 and add some Bash tags to it. So that changes from your mod will be made to the NPC in addition to the face changes from OCO 2. It requires Wrye Bash and a bashed patch, though. You can add the tags in Wrye Bash by either right-clicking and the modifying the bash tags list under the mod's description or add them to the description itself. You will probably need tags related to AI packages, stats, factions and inventory. You can find all bash tags in the Wrye Bash advanced readme. They will probably be something like: {{BASH:Actors.ACBS;Actors.AIData;Actors.AIPackagesForceAdd;Actors.Stats;Factions}} In the description if you add them that way. I do not remember if it was ; that separates them. You can check the UOP description for an example of how to use them. Hopefully that helps a little. I am extremely bad at explaining things. :) Edit: I answered the follower thingy on the other thread you created. I think these two threads are at least enough, as they both concern the same mod project, so you can post all new questions in one of them if you want to avoid creating a new thread for every question. Just an idea. :) Edited June 18, 2015 by PhilippePetain Link to comment Share on other sites More sharing options...
Recommended Posts