hodegar Posted September 29, 2016 Share Posted September 29, 2016 Hello all. I am currently trying to create a custom chest for my playthrough to go with alternate start and legacy of the dragonborn. TO me it makes sence that if my character arrives in skyrim on board a ship as a relic hunter for the museum, she would have the armor and weapons i plan to kit her out in as part of her back story, probably shipped in the same ship in a chest. I have no issue adding the chest and putting base game items into it, that part seems simple so far. ( my very first time using creation kit for anything other than npc edits) So far I have created a chest, and put into it an imperial bow and a quiver of 200 nordic hero issues. No problem there, when I save the plugin in CK it saves and when i re-launch it is still there with said items inside. My problem is, I am trying to add several items from other armor mods to the chest so my character already has them at the start of the story without having to add them via console. They add to chest just fine. Then i save and exit, and when i check chest in game or in CK next, the modded items have all dissapeared. How do i make them stay? I could add the items via console, but that would break immersion for me. Any idea on how to fix this?? Link to comment Share on other sites More sharing options...
Nephenee13 Posted September 29, 2016 Share Posted September 29, 2016 OK, this is because of the difference between ESP files and ESM files. Because of how the CK works, you cannot by default make an ESP file the master to another ESP. It needs to be an ESM to be a master. What happens when you try is that all the stuff from the master ESP gets stripped out when you save. So, here's how you do it. You need to install Wrye Bash. If you are using Mod Organizer follow the directions on STEP to get them to work together. Once you have it, go to the ESP of the mod that has the items you want. Right click and select "ESMify Self". The ESP will jump to the top area where the ESM files are. Now open the CK and add the items you want to your mod's chest. Repeat this for any other mods that have something in them you want to add. Once you are done, right click each mod you ESMified and select "ESPify Self" to return them to normal. Now the chest will have the items you want. Link to comment Share on other sites More sharing options...
Nephenee13 Posted September 29, 2016 Share Posted September 29, 2016 (edited) Double post Edited September 29, 2016 by Nephenee13 Link to comment Share on other sites More sharing options...
fore Posted September 29, 2016 Share Posted September 29, 2016 I found it easier to do and to maintain using a script with Game.GetFormFromFile(<id>, "<mod>.esp") for every item you want. Link to comment Share on other sites More sharing options...
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