kromey Posted February 4, 2012 Share Posted February 4, 2012 (edited) Simply put: Can I create a mod (as a .esp file) that references items (or whatever) created by another mod (as a .esp file)? To elaborate, let's say I find a mod that adds a really cool item to the game. Like, say, this one. Maybe I have an idea for a new item using the Refined Obsidian material that this mod adds, like an obsidian dagger, and I want to create my own mod that uses that material in the smithing recipe for my dagger. Assuming I do not have permission to merge the other author's work into my mod (maybe he/she doesn't want me to, or maybe I'm just a lazy bum and don't want to ask), can I in any way reference the new material he added in his mod from mine (and, of course, say that his mod is a requirement for mine to function)? I know this can be done by using a .esm to add the new material, and then multiple .esp files can reference that (just like what frenchcheese has done here), but can a .esp file ever in any way reference new things added by another .esp file? Edited February 4, 2012 by kromey Link to comment Share on other sites More sharing options...
Hawke5781 Posted February 4, 2012 Share Posted February 4, 2012 I am not certain that I know the correct answer, but I seem to remember a tut that showed me how to change an esp to an esm then attach the esm to my mod. After all was done, change my mod dependencies to the original esp instead of the esm. Link to comment Share on other sites More sharing options...
kromey Posted February 4, 2012 Author Share Posted February 4, 2012 I am not certain that I know the correct answer, but I seem to remember a tut that showed me how to change an esp to an esm then attach the esm to my mod. After all was done, change my mod dependencies to the original esp instead of the esm.So if I'm understanding you correctly, the workflow would look something like this: 1) Download the other guy's .esp mod2) Convert said mod to a .esm file3) Develop my mod using that .esm as the master4) When done, change my mod to depend on the other guy's original .esp mod The end result being a mod with a dependency on another mod, but without having to make any changes (at least once development is done) to the other mod, right? If you can remember where you found this, I would be immensely grateful! Link to comment Share on other sites More sharing options...
Hawke5781 Posted February 4, 2012 Share Posted February 4, 2012 es that is how the tut showed me how to do it. I used that method a few times in Fallout NV. Link to comment Share on other sites More sharing options...
kingtitan Posted February 4, 2012 Share Posted February 4, 2012 Are you looking for something like this? I know it is an oblivion utility, but it may still work for other .esp's. Another solution you could pursue is to simply make the custom material from the other mod unique to the mod you want to add it to. That way you don't have to worry about dependencies and what not. All you have to do is change the ID for the item to something unique to the mod you are editing. Just depends on what you are attempting to do specifically. Link to comment Share on other sites More sharing options...
kromey Posted February 4, 2012 Author Share Posted February 4, 2012 I'll tinker with it over the weekend, but I think TESVSnip might let me do exactly this. Worth some experimenting, I think. You're right, kingtitan, I could create a unique version of the material in my own mod. Would be odd for people who use both mods, though, to have two "Refined Obsidian" stacks in their inventory, but each can only be used for roughly half the obsidian items they can create. At any rate, that was a hastily-contrived example, and in all honesty I have no specific need for this at the moment, but on several occasions while browsing the Nexus I've come across mods and thought, "Hey, that's really neat, but it would be even better with such-and-such extra thing!" Obvious examples are standalone armors/weapons that their creators didn't make crafting recipes for, and despite seeing lots of those I ironically couldn't find one to use as an example for this question! Maybe the new CK won't have the limitation of previous tools in not allowing a .esp file to be a master for another .esp? *crosses fingers* Link to comment Share on other sites More sharing options...
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