Jump to content

Construction set


sonjaavery

Recommended Posts

Hi im pretty sure i put this in the wrong place but i could not find where this topic should go so here is my question.

 

When i try to put the Knights of the Nine Armor and Shield onto this guy From another mod (Firefly101 Mercenaries mod) i go to the guy and he dosent have the shield or the Armor on him and i was pretty sure in the construction set that i put it in his inventory and saved it what am i doing wrong (i also tried to put it on the mercenaries but when they spawn they dont have it ether im pretty sure i put this topic in the wrong place but i had no idea where to go).

Link to comment
Share on other sites

Well, there is no ESP-mastering when using the original CS. If you use assets from one ESP in another, this connection will get lost again. The CS can only master ESMs to your plugins.

 

You either need to use Wrye Bash's ESMify function to turn the ESPs you're intending to use as masters into ESMs prior to opening your plugin and its masters in the CS, then once you're done ESPify them back before you start your game,

or simply use the famous Construction Set Extender, an improved version of the regular CS, as this one does allow for ESP-mastering to work without any such workarounds.

Link to comment
Share on other sites

There is a strange situation where you cannot have another mod use Knights of the Nine as a master. Something strange about how that DLC is built. If you try to follow the advice you are given and things still don't work, this may be the reason. Edited by David Brasher
Link to comment
Share on other sites

If this should be the case, it'd be a good idea to read up about so-called "Mod De-Isolation". This topic should cover all means to get assets from one mod used in another, even in the case where the one mod can't be used as another mod's master for some obscure technical difficulties.
Link to comment
Share on other sites

While the above answers are not incorrect by any means, you don't necessarily have to delve into master files and what not. This is how:

 

1. Boot up the CS and load the oblivion.esm and ANY mod files that you will use (in your case it sounds like just the knights DLC and the mod you are adding items to). Make sure to make the .esp you are editing the active file before hitting ok to load all your files.

 

2. Find the entry (entries) for the items that you want to give to said character. Open them up and note the ID. This is the easy part: Make some sort of modification to the Item ID to make it unique to the active mod. For instance, you could change something like "KnightCuraiss" to "FireflyKnightCuraiss" (Unique prefixes usually make the items easier to find by grouping them together).

 

3. Now, give your new uniquely identified items to the character. Because the resources are now unique they should show up on him.

 

P.S. Do bear in mind that you can use console commands to give the character the original armor (and force equip) without doing any CS work as well ;)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...