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a few issues


X13Studios

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Hey guys ive been having a few issues. If you could help me on any it would be much apreciated.

1. Ive been making a personal world and quest line for me to play in, ive been uing the Synx race as the population in my world. But when i set the race for the npc give it some armor /weaps etc. I load the esp to test. Everything worls but when i enter the area where the npc was oblivion crashes. I load up the esp to see what i did wrong, and it gives me errors saying it cant find the race for the npc and something about a container error but the npc has no AI and is not a shop.

2.I downloaded the Serenity armor for the leader of my world to wear, I can use it in game as player fine. But when i tried to use it on a npc it dosent show up ingame.

3.sometimes my eyes and hair dissapear for NPCs with custom races and causes an error?

 

Srry if i didnt explain well i am online atm ty for you time and help

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The problem is within the esp end esm files. You should use OCS and load Oblivion.esm as active file and synx race. Then make a copy of synx race under races, make a copy of the required hairstyle and eyes and save the new oblivion.esm. Quit OCS and restart. Now load Oblivin.esm as akive file, look for Synx-race copy and ad the hairstyles and eyes to the race by drag and drop. Now the race shold work on npc.

 

Same problem with the armor. If you have an esp file from a Questmod, you have to merge serenity armoror a copy to the esp file. If the leader is vanilla to the Oblivion.esm file in the same way as you merged the race.

 

I think the dissapearing hairstyles are the same problem.

 

Don't forget

have fun

 

Harvald

Edited by Harvald
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Did you really modify the Oblivion.esm? And you seriously haven't encountered any issues so far? There are so many things depending on the Oblivion.esm being exactly the way it is, I can't believe it's still working for you.

 

Well, the issue comes from using assets from one ESP in another. The CS won't keep this dependency between ESPs when saving, so neither the game nor another load in the CS will know there's another file required for the assets and as such won't find them anymore.

There are several ways to go about this now. My personally prefered solution is to make your mod dependent on the ones you're taking the assets of, but depending on what exactly is the purpose of this you can of course also just copy those assets over into your own plugin so you won't require another one.

 

For example, if one was to create companions or NPCs of one of my races, he'd be screwed when not using the ESP mastering approach, as my races are bound to change and copying them will only render you with an out-of-date version used in your mod, incompatible to future updates and likely also conflicting with them. However, if I was to use only a weapon from another mod, retexture it and change some stats, make it a different weapon altogether, then I'd go and copy the items from this ESP to mine and then apply my changes.

 

Copying a record from another mod into your's is as easy as altering their EditorID in the list on the left in the CS. The whole record will be taken over into your plugin at this point. Just make sure you also do similar things to other assets this record might require.

 

ESP mastering now is also not that complicated. You can do it with Wrye Bash by right-clicking on the ESP you want as a master and selecting "ESM-ify", which will switch an internal flag in the file from ESP to ESM and the CS will accept it as a masterfile and keep dependencies intact on save. Later switch it back via "ESP-ify" and it's ready to use again. Just remember to do the switch every time prior to loading your plugin into the CS or the dependency will again get lost.

Or simply use the CS-Extender (CSE), as it extends the CS to support ESP mastering already right away.

 

The term all this is documented under is called "mod de-isolation". Might be worth a search for, if any of my instructions are too vague or complicated. It's coming up on a regular basis on several forums.

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