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How to use modded resources in CK (aka making an .esp have other mods as masters)


MsRae

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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:

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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 that

isn't an esp, then try doubleclicking that one to at least load it.

 

best I can think of.

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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).

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