shavkacagarikia Posted March 25, 2017 Share Posted March 25, 2017 Hello, I have made one .esp dependent to another with wrye bash. But as soon as it is loaded in CK and any change is saved, the dependency is automatically removed. Any ideas what can be done with that? Link to comment Share on other sites More sharing options...
Trosski Posted March 25, 2017 Share Posted March 25, 2017 I would suggest redoing the wrye bash process that you used to create the dependency in the first place. Have you tried loading it in the proper order even though the dependency has been removed? Does it stop working? I've made patches between two .esp's with the ck. The patch esp doesn't have dependency with the other two, but if I load it into the game after the other two plugins, it works as intended. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted March 25, 2017 Share Posted March 25, 2017 As far as I know, the Creation Kit will aoutmaticly remove any ESP to esp dependencies. No way around it as far as I've been able to see.Only allows for esp to esm. I just got in the habit of redoing the dependency in FO4Edit (or wrye bash) every time after an edit...but it is kinda lame and the limitation seems a little arbitrary. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted March 25, 2017 Author Share Posted March 25, 2017 Understood, thanks. Link to comment Share on other sites More sharing options...
ablindm4n Posted March 25, 2017 Share Posted March 25, 2017 The way I get around this is to open the dependency in FO4edit first, and set the ESM flag in the headers. Then the CK treats it as an ESM and won't remove it upon saving. Link to comment Share on other sites More sharing options...
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