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Editing Constructable formula result in new record, Why?


Darkechibi

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I am trying, for my own play purposes and learning trying to edit the formulas from http://www.nexusmods.com/fallout4/mods/4042/? and have them appear in a new ESP.

When I do the edit in construction kit it seems to look right, then in game a new option appears on the list that is the same option with my formula. The first and original is still there.

 

I cannot for the life of me understand why that would happen. If you can help or explain please, I would be very grateful.

DC

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I'm assuming your trying to make a mod in the Ckit that has another .esp as a master, is this correct?

 

If so you can't do that, the Ckit will toss out any edits you make in the new .esp when you save and close. It will look correct and like it is working while the ckit is open but again the ckit will remove the .esp master and all edits will be lost.

 

You can use FO4edt to convert the other mod to a .esm,

make your new mod,

open both in FO4edit again,

change "Original mod back to a .esp,

change the master in your new mod from "Original mod .esm" to "Original mod .esp",

 

Or just do all the edit's in FO4edit itself without using the ckit.

 

sorry that's just how it works.

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Actually what I think she/he is talking about is that if you edit an existing object from a mod it automatically creates a new object in the new esp instead of editing the original esp (due to the reasons Chucksteel describes). Since I assume Darkechibi is running both mods during testing, they're seeing the original recipe from the original mod, and the newly edited recipe in their own new esp file.

 

If you disable the original mod from running in your game, you'll only see your own version in the esp you've created.

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Well actually, I suspect that when you loaded the mod you want to modify you didn't set it as the active file which is why any edits you made went to a new esp that you then saved. You could do two things, continue with that method and have all edits made in your new esp (the cleanest and safest method) or you can set the original mod you want to modify as the active file and any changes you make will go to it instead. But if you chose the second option, unless you rename that mod file you could confuse it with any other copies or updates of the original mod and lose your work. Third you could set the original mod as a master using FO4Edit tricks like Chucksteel described and make your esp dependent on it, but that doesn't sound like what you actually want to do.

 

So, if your new esp has all the changes you want already and you no longer need to use the original mod, just uninstall the original mod and use yours instead. You'll only see your recipes.

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Well no, i did actually set my new mod (override.esp) as the active. The Original mod has a great amount of stuff and I do not want to edit all of it, just the constructables consisting of the formulas for creation of the in game items. I want this to only override certain aspects. I would like it to be in the new file but be the only version of the formula in game.

 

I suppose it would have to be set to have the original as master for it to have any chance of working since without it the file would do nothing so I will use the Chucksteel method and see what happens.

I hope to be able to not have to ask any more question, but that is not likely.

Thank you for all the info.

DC

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wouldnt simply using FO4edit and using the "copy as overide into " option

then going into CK and editing it and then back to FO4edit and cleaning it from the master ref. work ??

 

Obviously if you want to change its name/form you would duplicate it in the original and copy as over ride the duplicates into the new esp.

 

Edit:

 

I do this all the time when i want to copy a whole building from one mod to another in form of a SCOL.

 

But you have to copy EVERY single part of its statics as well (imagine a building of 100+ parts ).

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