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Creating a Follower


Ghostrick

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I don't think esps are always listed with the esms as masters on geck or the vanilla loader, but the dependency is still there. And I know for a fact that esps can be dependent on other esps. Most of my early modding was tweaking other mods so I did a lot that way as not to directly alter the original esp.

 

FO3 & New Vegas are a lot more picky about it than Morrowind and oblivion were though and without taking extra steps, items from one esp don't always show up (at least in containers) in an esp that's dependent on it. For personal use, I used to just open the armor or weapon and save it without any actual changes, but for something you intend to upload, it'd be a bad idea because it could easily create unnecessary conflicts.

Edited by uhmattbravo
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Any patch is mastering to another esp or esm. If it weren't the references could not be resolved and the game would crash. Some tools don't yet add all the required masters, for instance FNVEdit merge patches and Bash patches. All masters required by all plugins need to be in the plugin's dependencies list or references can fail to build or the wrong ones can be built. I've reported these issues and they haven't been fixed yet. GECK when used with power up will properly add all requisites to the dependent plugins list in the header. With FNVEdit you have to manually add the remaining missing masters and then sorting them afterwards. MANY patches are broken because the authors didn't know this.

 

Yes the Quest thing must be some confusion, you made it sound as if the NPC only needed a script and no quest at all to handle dialogue and the script variables.

 

I also don't mean to sound argumentative, I'm trying to save you and the new modders hassle and headaches down the road. It can be a real bummer when you find your mod is broken beyond repair because you used a method or tool which is faulty.

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