Thynar Posted August 11, 2015 Share Posted August 11, 2015 Hi there! I'm Tan, and I'm here to ask for help with a small problem I've been having. I have a mod called Mythos of Bledaen, and it's incompatible with Immersive College of Winterhold. The reason I can't simply make another version of my mod that changes to work with or be overwritten by Immersive College of Winterhold in a way to get the functionality of both mods is because mine happens to have a Weather Machine in the courtyard. In short, the Weather Machine works by having a copy of all of the "snow-covered" objects in the courtyard that I want to be able to 'melt' by having them be attached to an enable parent. When a button on the machine is pressed, all the snowy objects are disabled, whilst the non-snowy copies are enabled. If you go into the editor, you'll find that the two copies of the objects are stacked on top of each other. Keep in mind this is also on a small scale and doesn't really impact performance that much. If you tried duplicating the entire wilderness like this it'd probably lag, and you can't change terrain palletes like you can the courtyard's unique floor tile with grass like I did. My problem at present is being able to make an .esp that edits elements from both Mythos and ICoW, so it'll be dependent on both, but it would also make it so the weather machine's enable parent would affect the objects added or edited by ICoW. However, I don't want the solution to involve me editing the base of ICoW, as well as the base of Mythos, if possible. But I haven't been able to figure out how to make a patch that works the way I want it :( Any suggestions? Link to comment Share on other sites More sharing options...
ddavies10693 Posted August 11, 2015 Share Posted August 11, 2015 I assume from your explanation that you use TESEdit? Link to comment Share on other sites More sharing options...
Thynar Posted August 11, 2015 Author Share Posted August 11, 2015 On 8/11/2015 at 2:55 PM, ddavies10693 said: I assume from your explanation that you use TESEdit?Yep, I had made a plugin in the creation kit and then later made it have both mods as master files, since you can't flag .esp's as master files through the CK alone, but it still didn't work correctly. Is there a certain order I have to do it in? Link to comment Share on other sites More sharing options...
ddavies10693 Posted August 12, 2015 Share Posted August 12, 2015 from what I understand, you should try overwriting ICW's files with your files. What happens when you do that with no patches or anything? Link to comment Share on other sites More sharing options...
Thynar Posted August 18, 2015 Author Share Posted August 18, 2015 On 8/12/2015 at 3:54 PM, ddavies10693 said: from what I understand, you should try overwriting ICW's files with your files. What happens when you do that with no patches or anything?Sorry for the late reply, but what do you mean by overwriting ICoW's files? Like, opening ICoW up in the Creation Kit and making changes it's .esp directly? I want it so users of both mods can download both and then put my patch below the two loaded mods to have them work, if I edit ICoW then I'd have to edit it again every time it updates. I need to load both my mod and his mod though, and neither as active in order to make the patch, but the Creation Kit doesn't save the .esp's as required files for the created patch .esp :(Was hoping for help figuring out how to use a third party like TES5Edit or Wrye Bash to make sure it loads the references I edited from both mods Link to comment Share on other sites More sharing options...
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