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Getting an .esp file to work with another .esp


natmaac

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Hi, I'm hoping someone can help me with this problem as I'm all out of options, I'll give a brief summary of what my mod is as I think it'll give a clearer understanding of what I'm trying to do.

 

I'm making a theme for the Megaton house, when the player does particular actions in the game (complete quests, find locations etc.) more items appear in the house and it slowly fills up over time. I've got this theme to work as the others do in game and the unlockable items are initially disabled, and are only enabled through scripts. That's fine I'm happy with it, HOWEVER

 

I'm trying to make an endgame version of this mod, for the player who wants all the loot without actually doing it, how do I go about this?

 

Here's what I've done so far..

 

1. loaded up the initial mod MUHouseMod.esp (not as active file)

2. saved a new mod LoneWandererThemeENDGAME.esp

3. loaded up the initial esp with the newly created one (LoneWandererThemeENDGAME.esp this is now the active file)

4. linked all the items to the xmarker which enables the theme (whereas before it was only the default items for the mod)

5. unchecked 'initially disabled' on the unlockable items

6. pressed save

 

I thought that would be fine, but when i reload the two files in the geck it just reverts back to how everything is in the MUHouseMod.esp which is not what I want when loading it with the LoneWandererThemeENDGAME.esp.

 

I think this makes sense, but let me know if need any answers to help give me answers :)

 

thanks, Nathan

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