steveowashere17 Posted January 25, 2016 Share Posted January 25, 2016 This seems like it would be really simple, but i've struggled with it for a while. Basically, how can I replace objects than another mod adds? I've used the find and replace tool in CK and just replaced whatever static object with my own mod's object but when I open my mod up again (plus the mod i'm replacing objects from) both my replacement object plus the original static object are still there. This might be a little confusing, so i'll give an example: I'm trying to modify objects that JK's Windhelm places in Windhelm with alternative versions. For example, let's say the brazers. I replace JK's brazers with my own, then save and close. However, upon reopening, both objects are there. So, the JK's is re-adding the object. What gives? Thanks for any help! Link to comment Share on other sites More sharing options...
soupdragon1234 Posted January 25, 2016 Share Posted January 25, 2016 (edited) You'll have to edit the original mod or make your mod dependent on JK's (open both in the CK but yours is active, make the edits you want, save, open your mod in TES5edit goto its Header, add JK's as a Master.) The downside of this is everytime you edit your mod you'll have to add JK's as a Master everytime you save as the CK doesn't like ESP's as Masters (the game doesn't mind at all though) OR make JK's a master ESM (TES5edit will do this for sure or Wyre Bash, I think) and make your mod dependent on it and you won't have to edit the Header everytime you save. You may have to make JK's an ESP again to get it to play nice with the game though (and you'll have to edit your mod's header from the ESM its expecting to the now ESP if you do or the game will CTD otherwise) Except... Whenever I load up my mod, now a hundreds of warning messages popup when things are loading.Its warning you that your mod is changing meshes in a certain area which is what you wanted, yes? JK's has plenty of such warnings since you're also loading that mod you'll receive all its warnings too. Edited January 26, 2016 by soupdragon1234 Link to comment Share on other sites More sharing options...
steveowashere17 Posted January 25, 2016 Author Share Posted January 25, 2016 You'll have to edit the original mod or make your mod dependent on JK's (open both in the CK but yours is active, make the edits you want, save, open your mod in TES5edit goto its Header, add JK's as a Master.) The downside of this is everytime you edit your mod you'll have to add JK's as a Master everytime you save as the CK doesn't like ESP's as Masters (the game doesn't mind at all though) OR make JK's a master ESM (TES5edit will do this for sure or Wyre Bash, I think) and make your mod dependent on it and you won't have to edit the Header everytime you save. You may have to make JK's an ESP again to get it to play nice with the game though (and you'll have to edit your mod's header from the ESM its expecting to the now ESP if you do or the game will CTD otherwise)Making Jk's a master seems to work just fine, all my replaced objects show up and none of the originals. I'll look into making JK's an esm so I won't have to manly edit the header every time. Except... Whenever I load up my mod, now a hundreds of warning messages popup when things are loading. http://i.imgur.com/PXn5iZV.png The only thing i'm done with this plugin is add my own meshes and then find and replace a few things like ivy and walkway meshes. Everything looks okay, but I assume this isn't right. I have to hold down enter for a while to get through all the windows. Link to comment Share on other sites More sharing options...
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