MrMiggins Posted November 19, 2011 Share Posted November 19, 2011 Hi... I'm stuck. Can you help me out? I've created a new worldspace plugin which I'm using as the roof of my Megaton House. It's a duplicate of the MegatonWorld worldspace. The plugin is working fine, and I can exit through a door of my house and arrive on the roof in this new worldspace. I now want to modify my follower mods so that they will remain in Relax (sandbox) mode when they go up to the roof. These mods need to reference the worldspace in the house mod plugin I created. If I load my follower mod as well as the house mod in GECK it allows me to add a line such as "if StarPaladinCrossREF.GetInWorldspace MyMegatonWorldCopy == 1 ...etc " and save the script. However, the script is being ignored when I run the game. If I use the console command "sv" to show Star Paladin Cross's variables I can see that none have been set. When I open the mod again in GECK I get errors relating to the lines in the script that reference MyMegatonWorldCopy. What am I doing wrong here? Thanks. Link to comment Share on other sites More sharing options...
AlfredTetzlaff Posted November 21, 2011 Share Posted November 21, 2011 Hi,For esp2 reference something from esp1 it is necessary to turn esp1 into a master file (ESMifiy it). The esm status however is not determined by its file extension but by changing a certain bit. To make an esm of an esp you can use either FO3edit, FOMM or WryeFlash.Hope i did not confuse you :) Here you'll find some more Info on that subject. Link to comment Share on other sites More sharing options...
MrMiggins Posted November 21, 2011 Author Share Posted November 21, 2011 Hi,For esp2 reference something from esp1 it is necessary to turn esp1 into a master file (ESMifiy it). The esm status however is not determined by its file extension but by changing a certain bit. To make an esm of an esp you can use either FO3edit, FOMM or WryeFlash.Hope i did not confuse you :) Here you'll find some more Info on that subject. Great info! Thanks. Link to comment Share on other sites More sharing options...
Jeoshua Posted November 22, 2011 Share Posted November 22, 2011 FWIW, Fo3edit will allow you to make an ESP file a master. GECK balks at the idea, but FO3edit and Fallout 3 itself actually have no issues in doing this. Editing the file in the GECK will be impossible after doing this, however, since everything that depends on the ESP as a master will get broken when saving. But it works well enough for simple hacks and overrides. Link to comment Share on other sites More sharing options...
Recommended Posts