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built mod with USLEEP as master...how to remoove dependancy?


gutmaw

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So I've made a couple mods recently that replaced the mesh/texture of items in many vanilla and DLC cells. One version was a plugin with USLEEP as a master, where I physically replaced like 1-5 NIFs in several cells in CK for variation purposes. The plugin touches a lot of cells, but is still just a replacer, so many people are asking for non-USLEEP required version.

 

So I'm decent with TES5Edit and CK, but even after reading and watching tutorials on how to do this I have a couple questions.

 

I did the whole create an empty .esp, rename it as USLEEP esp, open it up in TES5Edit along with my mod and hit check for errors, then delete any or those error references. After that if do Clean Masters, the USLEEP dependency should remove itself. Well I did that, and USLEEP stays as a master...Dragonborn removed itself as it should have, but not USLEEP??

 

Also, I notice my mods cells took on some aspects from USLEEP, as it should have, but I'm wondering if these changes (like Version Control Info, Location, Music types, etc) actually require USLEEP even though TESEdit isn't saying it? Attached file 1 shows the attributes I'm talking about...

 

Do I need to just revert all my references back to match vanilla skyrim/DLCs to make it non-USLEEP required? Is there a better way of doing this?

 

Thx!

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HI Gutmaw try this maybe help you

 

Go into CK, highlight your mod and make it active. Then in master list click on USLEEP you won't remove, hold the CTRL key and press delete. Click "yes to all" and let CK remove it from your master list from your esp
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