MsRae Posted May 3, 2016 Share Posted May 3, 2016 So, I want to make myself a little bunker with modded resources in CK, but while I can access and place those resources via the "Load Master/Plugin Files" option, upon saving and reloading the file in CK I get an error which states that the non-vanilla objects don't have the proper parent reference ("invalid base object") and that CK will remove them because of this. I cannot seem to figure out how to make the created .esp have the proper mods as masters so that it loads the parents to the objects. Anyone know how to do this? I know that you can in the Skyrim CK but I don't remember how to do it there either. :sad: Link to comment Share on other sites More sharing options...
skubblebubble Posted May 4, 2016 Share Posted May 4, 2016 Currently you can't add masters that aren't ESM files in CK (afaik) That is supposed to be coming. When you load your mod in CK, or just select it, it should show which esm/esp it needs. If it it's another mod thatisn't an esp, then try doubleclicking that one to at least load it. best I can think of. Link to comment Share on other sites More sharing options...
Superpan2256 Posted May 5, 2016 Share Posted May 5, 2016 Try adding the masters in FO4Edit. Link to comment Share on other sites More sharing options...
MsRae Posted May 6, 2016 Author Share Posted May 6, 2016 Try adding the masters in FO4Edit.Thanks. This is what I ended up doing. Although I found out just copying as new reference into the .esp for my mod works too as long as I have the unique assets installed (just in case anyone was curious). Link to comment Share on other sites More sharing options...
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