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Creating own mods that rely on other esps


SeraVerte

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say I want to create a character using the Construction Set but want it to wear a costume from another mod made by someone else. (permission given)

When I loaded construction set I checked Oblivion.esm and the esp file of where the costume came from.

I created my character and saw it in the preview screen with the costume on it. I save the file and add it to my load order, but I can never get it to work.

For some reason, I can only get mods to work that only use Oblivion.esm. I can't get any of my own made mods that rely on other esp files to work. Any tips?

 

On a related note, I was also trying to change the hair of NPCs in mod "A" using meshes from mod "B." but somehow, the npcs always show up with the default blindfolded hair.

Any help with this would be appreciated too, thanks.

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Ok, so I used the esp mastering method and it worked out fine. The problem is, the esp which i switched is xeo.esp (which must always be loaded last in the load order or some NPCs have wierd eyes.) Edited by SeraVerte
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CS Extender does work for the steam version - just need to create a shortcut to the OBSE loader, and then edit the "Target" box to launch the Construction Set instead.

 

On my machine, the link is "C:\Games\Steam\steamapps\common\oblivion\obse_loader.exe" -editor

 

The CS Extender is certainly worth the little bit of extra effort getting it to work. In addition to making esp dependencies much, much easier, it's got a host of bugfixes and functions that you'll wonder how you ever did without.

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Ok, so I used the esp mastering method and it worked out fine. The problem is, the esp which i switched is xeo.esp (which must always be loaded last in the load order or some NPCs have wierd eyes.)

 

If you have other mods that also change stock NPCs, you need to add bashed tags to them, then build bashed patch. (like import hairs and eyes from XEO, scripts and AI packages from other mods)

Edited by LFact
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