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Making a proper patch


genolune

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So is there anything necessary to make a patch work properly? In this scenario, I want to move linked references from one workbench to another and disable workbench a. I did that in the Creation Kit while having the files selected, but looking at FO4Edit it doesn't specify anything as masters other than Fallout4.esm and the records just say something to the effect of "Places object in <Error cannot resolve... etc.>"

 

Will that work properly or no? Did I miss a step or setting to toggle?

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No it will not, It sounds like you tried to make a mod that requires another .esp as a master in the Ckit. This doesn't work because when you save and close the Ckit the .esp Requirement is removed.

 

There are a few ways to do what you want,

 

1. Do it all in xEdit

 

2. use xEdit to convert the .esp mod to a .esm. Make your patch using the Ckit and after your done converting the original mod back to an .esp. This will also require you changing your patches requirement to match and require the .esp version of the original mod.

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IIRC, you can slave an esp to another esp with FO4Edit (xEdit) without converting the intended mater to an esm.

The newly slaved .esp will retain it's masters list (and work as intended) until you save it again in the Creation Kit (in which case, then you go back and slave it again in FO4Edit).

 

Open them both in FO4Edit (with the intended master loaded first), right click on the intended slave, choose Add Masters, check mark your intended master, then Okay and save.

 

 

...at least it works this way for my optional Jump Perk esp...<shrug>

...hopefully I havn't been breaking anyone's files this way, at least...

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