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I made a small mod to change defense rating of turrets, but it won't work with any mod that changes ANY turrets.


AusSpyder

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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?

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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.

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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?

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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,

  1. Mod A edits - Turret damage
  2. Mod B edits - Turret Range
  3. Mod C edits - Turret HP

What 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.

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