Lynx77 Posted April 27, 2016 Share Posted April 27, 2016 (edited) Hey guys, I have a specific problem. I try to get modded armors on Minutemen spawns (for example with the flare gun) and I found the right template in the CK. I made a new outfit and put the modded armors in there. After this I said to the template minuteman, that he has to use the new outfit with the new gear, but ingame are the minutemen naked, why? They also showed up right in the inventory preview int he CK. I tested a little bit and switched in the custom outfit a new armor part with an hazmat suit. Ingame the hazmat suit shows up on the spawned minutemen. This says to me, that my custom outfit works, but not with armors out of the main esm. Did I something wrong? I have no clue... Edited April 27, 2016 by Lynx77 Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 27, 2016 Share Posted April 27, 2016 Are the armors invisible or are they just not in their inventory? Link to comment Share on other sites More sharing options...
Lynx77 Posted April 27, 2016 Author Share Posted April 27, 2016 (edited) The items aren't in the inventory as well (ingame - in the CK they are an showed up in the preview - I put the armor parts in the inventory AND set it as default outfit). Hmm I don't understand why vanilla armors work and modded Armors don't. I don't need to tell CK, that he need to catch other esp as well, need I (after at start)? Very confusing... Edited April 27, 2016 by Lynx77 Link to comment Share on other sites More sharing options...
Lynx77 Posted April 27, 2016 Author Share Posted April 27, 2016 Sry for double posting, but I found something. Problem is, that my new generated .esp-file depends on other .esp-files. It seems, that somehow I need to make a .esp-file temporary into an .esm-file or I don't use a self generated .esp an take a modders .esp instead and do the changes there. Problem with the last part is, that I only could use parts of the vanilla game or this .esp-file, not of a second one etc. I found something in the net called wrye bash. For me as modding noob it's hard to understand, but this could be a hint (or is there a way in the CK?). I will try tomorrow. Thanks for reading this confusing noobish text^^ Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted April 27, 2016 Share Posted April 27, 2016 Well, your mod is necessarily going to depend on the esp of whatever armor you want the NPCs to wear. Link to comment Share on other sites More sharing options...
seekingthesun Posted April 27, 2016 Share Posted April 27, 2016 Just do it in fo4edit and change the armors under the heading "leveled item" Link to comment Share on other sites More sharing options...
Lynx77 Posted April 28, 2016 Author Share Posted April 28, 2016 (edited) I used the .esp with the most of the wanted armor parts and there I re-generated armors of another mod with the existent meshes and textures and generated an new outfit and use it for the specific minuteman template. This worked for me. Now the minutemen spawns with the right armor. Haven't figured out how I can set a new .esp-file depending to another. Sure, if I start with the CK, I have the choice which .esp and .esm-file I want to use, but at the moment I finished the edits, I don't understand how I can tell the CK, that my custom .esp depends to another. I think there is/was the issue. Nevertheless, thanks for your aid :smile: Edited April 28, 2016 by Lynx77 Link to comment Share on other sites More sharing options...
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