damanding Posted August 14, 2016 Share Posted August 14, 2016 This is probably a really dumb question to you veterans but I'm really new to mod creation. I've read https://community.bethesda.net/thread/10728?start=0&tstart=0 which describes the ini file change necessary to allow multiple masters such as Fallout4.esm and DLC related esm files. Does this also work for mods created by other authors? Lets say I create a mod that adds something to an already existing mod and I want that existing mod to be required as a master file to use my mod. Is it as simple as just checking that mod when loading data in the CK and having the CreationKitCustom.ini changes as described for multiple masters? Are only esm files allowed as master files or can an esp also be a master file? Thanks! Link to comment Share on other sites More sharing options...
Ethreon Posted August 14, 2016 Share Posted August 14, 2016 Easier (and possibly only way) to do this Load desired plugins in xEditFind your pluginRight click on the plugin name in the left side panelAdd mastersAdd the desired plugins as masters. Make sure the plugin you want master is situated above the dependent one in the load order. Link to comment Share on other sites More sharing options...
damanding Posted August 15, 2016 Author Share Posted August 15, 2016 Thanks for the tip! :) Link to comment Share on other sites More sharing options...
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