AusSpyder Posted August 23, 2016 Share Posted August 23, 2016 I'm quite new to F4 modding, but I figured out F04edit well enough to be able to make some simple things. What I don't know how to do though is make changes to a single item (in this case turrets) and have it play nice with mods that change different values for that item Example, I tested my mod with the one's that remove the random mk's of turrets and it won't work with any of them, but none of them change the same values. So how would I go about changing my mod so it will play nice? Link to comment Share on other sites More sharing options...
chucksteel Posted August 23, 2016 Share Posted August 23, 2016 The value doesn't matter in your case. What matters is the form that's changed. Your running into one mod overwriting another mods changes. Example: Mod A changes the turrets so they are all MK 5, it works and it's great. Mod B (Your mod) changes the damage of the turrets. When you load them together in game and mod A loads before Mod B the only changes that will work are mod B's because it's loading after mod A and overwriting it's edits. (Both mods edit the same form so the last mod to load wins, mods don't stack so two mods CAN NOT edit the same thing and work together.) To solve your issue you can add Mod A as a master to your mod then edit the value that you want. (This must all be done in xEdit because the Ckit does not allow .esp masters) Your mod would be more of a Mod to another Mod or a patch. Depending on what you want to call it. Hope this help and is clear. Link to comment Share on other sites More sharing options...
AusSpyder Posted August 24, 2016 Author Share Posted August 24, 2016 The value doesn't matter in your case. What matters is the form that's changed. Your running into one mod overwriting another mods changes. Example: Mod A changes the turrets so they are all MK 5, it works and it's great. Mod B (Your mod) changes the damage of the turrets. When you load them together in game and mod A loads before Mod B the only changes that will work are mod B's because it's loading after mod A and overwriting it's edits. (Both mods edit the same form so the last mod to load wins, mods don't stack so two mods CAN NOT edit the same thing and work together.) To solve your issue you can add Mod A as a master to your mod then edit the value that you want. (This must all be done in xEdit because the Ckit does not allow .esp masters) Your mod would be more of a Mod to another Mod or a patch. Depending on what you want to call it. Hope this help and is clear. So basically I would have to do this for every mod that changes turrets? Link to comment Share on other sites More sharing options...
chucksteel Posted August 24, 2016 Share Posted August 24, 2016 Basically yes, if I understand you correctly and I think I do, What your trying to do is to add a bunch of mods that edit the same form, example, Mod A edits - Turret damage Mod B edits - Turret Range Mod C edits - Turret HPWhat you expect with the combination is a strong, long range turret with a lot of HP but what you get is a turret with a lot of HP because Mod C is loading last meaning Mod A and B are overwritten by Mod C and there changes are for all extents gone. Edit: and even if we eliminate Mod C from the example Mod B would still be overwriting Mod A meaning you only get a long range turret. Link to comment Share on other sites More sharing options...
AusSpyder Posted August 24, 2016 Author Share Posted August 24, 2016 Thanks. I will make the change today. Link to comment Share on other sites More sharing options...
chucksteel Posted August 24, 2016 Share Posted August 24, 2016 if you not making the mod for release and it's just for yourself then it's probably easier to just edit the mod you like for your personal version and not mess with adding masters to a new .esp. Link to comment Share on other sites More sharing options...
AusSpyder Posted August 26, 2016 Author Share Posted August 26, 2016 Either way I couldn't get it to work :( Link to comment Share on other sites More sharing options...
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