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modding a mod


zoommooz

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Having a bit of trouble changing some values in two particular mods, namely

 

vampire realism and vampiric hunger.

 

Now, I have got these mods working well in my game but I wanted to change the rate in which their vampire powers come into effect.

 

I use the wyre stand alone, open their esp and set it to active.

 

I then open the script files and change the numbers (ie more days and more seconds) save the script, then save as and overwrite the files.

 

While the game still loads, the mods now don't work properly. I did notice that the file size does change for some reason (in both cases a little smaller).

 

Am I doing something that is obviously wrong??

 

edit: Make that mwedit sorry, not wyre.

 

EDIT 2: I believe I worked it out. When editing mod files you also need to open the main morrowind files (morrow, blood and trib). This seemed to allow me to edit the files, and keep them working.

Edited by zoommooz
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Yeah, I think if a plugin is dependent on the three Bethesda masters you need to activate them in the Data Files dialogue (you do in the CS, been a while since I used MWEdit). In the CS if a plugin is dependent on one or two of those ESMs then they'll be automatically loaded.

 

If doing something like this I'd be tempted to not set any plugin as Active. Ensure they're selected with a checkmark and the plugins' data will be loaded. Just any changes made will be saved to a new, separate plugin. You can then load that new plugin after the mod(s) you've changed. Not that relevant in this case but means that if a newer version of a plugin comes out you can still load your patch plugin, assuming the newer version didn't change what you've changed.

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