MagoBuono Posted June 4, 2016 Share Posted June 4, 2016 (edited) Well it's been years since i moded something last time. Long time ago in the galaxy far away you can load in CK master file + plugin, change plugin's items and save changes as new esp. Then place it in right load order and you'll get mod with your own changes without actually editing that mod. Now i have a problem with such scheme - it doesn't work. It doesn't work in game and if i load original mod + my esp in CK i get warning that there is a duplicate and item from my esp renamed as %originalname%DUPLICATE001. So as i get it game engine can't apply changes from my esp to item from original mod. So there is my question: how the heck can i bring some changes to somebody's else mod without actually editing that mod? Edited June 4, 2016 by MagoBuono Link to comment Share on other sites More sharing options...
Slavemaster4u Posted June 4, 2016 Share Posted June 4, 2016 If the mod you created is loaded after the one you want to change. Then your changes should overwrite theirs. F4 game loads mods the same as in Skyrim.So if it's not loading. Then it's a problem with your mod. Open your mod as well as the other mod and all required masters in F4Edit. That will give you a better ideawhere the issue is. And probably can be fixed in F4Edit. Just do a cleaning and remove duplicates. Hope this solves your issue. Link to comment Share on other sites More sharing options...
MagoBuono Posted June 6, 2016 Author Share Posted June 6, 2016 (edited) Then it's a problem with your modWell, not exactly.[/size] Just do a cleaning and remove duplicates. Hope this solves your issue.But i actually am creating duplicate - i'm trying to override another mod strings.[/size] Got answer at bethesda forum. If you edit another esp then when engine try to load them both you got duplicated items and engine will rename duplicated item to avoid conflict. To solve this you need to change header of esp that you want to edit as esm file, then load it in CK, change stuff you want, then change original esp back. In that case CK saves some "magic"info (i don't know really what exactly and too lazy to find) in you esp that allows engine to apply your changes above original mod. I tried this - it works actually. Without such hint i get an error. And yes, in Skyrim you were able create your esp above another esp and there weren't any conflicts then. Well, this is exactly what i've tried to do at first :smile: Edited June 6, 2016 by MagoBuono Link to comment Share on other sites More sharing options...
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