mawarm Posted August 5, 2011 Author Share Posted August 5, 2011 FG is right. This will add copies of the items into your desired container (using their own ID encase the original item is affected in any way by outside scripts, etc) but what hickory is talking about is that the solution FG suggested only puts references and does not truly create an independent mod, ie it will still require the original mods in order to function properly. If you want to basically replace the old mods with your own new "centralized" mod which has the items from it all in one place you basically have to do what FG suggested and then ensure that when you pack up the mod all the meshes and textures are packed up along with the mod file before uninstalling the other mods. This way you get the items from the mod but without the quests, NPC's etc. So you basically just need to create a cell with a door that links somewhere and some storage, create new copies of each item and drag them to the container list, save the mod, make sure you keep the meshes and textures if you uninstall the original mods and you're done Exactly. :) Link to comment Share on other sites More sharing options...
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