atomt1 Posted October 4, 2011 Share Posted October 4, 2011 I would like to add items from various mods to a container or NPC using the construction set so I have everything I need collected in one easily accessed place. So far I have had no luck, the items just disappear from the NPC/container/cell I placed them in once I load the game. What am I doing wrong? Link to comment Share on other sites More sharing options...
Squizzo Posted October 4, 2011 Share Posted October 4, 2011 You are remembering to save the .esp and tick it before loading the game, right? Link to comment Share on other sites More sharing options...
atomt1 Posted October 4, 2011 Author Share Posted October 4, 2011 You are remembering to save the .esp and tick it before loading the game, right?Yes Link to comment Share on other sites More sharing options...
mrlosesafer Posted October 4, 2011 Share Posted October 4, 2011 Cant be in that cell that was modded when you log in .. have to leave then come back.. asuming that this is happing because you are in that cell and you are doing one cell for the time being. if not then idk.. good luck Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted October 4, 2011 Share Posted October 4, 2011 The simple answer is you cannot just use assets from one plugin in another without taking a few neccessary precautions. For this to work you will either have to create copies of every asset you want to use in your mod (renaming the original entry while your own plugin is the active file will literally transfer the whole entry to your plugin), or you have to make your plugin dependent on the plugins you're taking from. The latter is called ESP-mastering, using an ESP as masterfile for your mod. This happens automatically once you open your plugin as active file in the CS together with the plugins you want to take from, but the traditional CS is unable to preserve this ESP-dependency on save (or load?) and will loose all assets from the masterfile(s) again right away.Now you can use Wrye Bash's "ESM-ify" function to switch an internal flag in any plugin to make it treated as an ESM, then load it alongside your own plugin in the CS, use its assets and save (although the filename says "ESP" the CS still accepts it as ESM and preserves the dependencies), then once you're done just use "ESP-ify" to turn it back to normal before starting your game again (you have to do this switch back and forth every time you want to edit your plugin or it will loose its dependencies again!), or simply use the CS Extender (CSE) in place of the CS, which allows for ESP-mastering to work right away. For further information refer to "Mod De-Isolation" as search topic. Link to comment Share on other sites More sharing options...
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