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[LE] Need help editing an existing mod.


dhaedra

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I use a mod: PB GearRings (nexus#19833) to manage my Companion's gear. It is the best mod I have found for companion gear management. The mod allows management of up to 8 gear sets. The mod author said in a recent post on his nexus mod site that it is possible to edit his mod with the Creation Kit to allow more gear sets, any amount you wanted.



I would love to edit his mod in the Creation Kit and double the amount of gear sets I can manage from 8 to 16 but I have no modding experience. I have recently downloaded the Creation Kit and am working through the tutorials but It is gonna be a while before I can do this on my own.



Could an experienced modder please explain to me how to edit his mod in the Creation Kit to increase the number of GearRings from 8 to 16?



I would really appreciate any help. Thanks for taking the time to help me out.



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Have you tried messaging the author? It seems strange the author would acknowledge it can be edited but not provide the means for someone to do it themselves.

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Just an idea: Did you set the file you want to modify as "active file" before loading it? It's a little checkbox in the loading menu.

This way you will edit the original file itself - which in this case is perfectly okay, as long as you keep a backup of the unchanged file.

 

You can also create a second .esp file, that changes the mod, but leaves it untouched. For this, you would need to "esmify" the original mod. This can be done in Wrye Bash. Possibly in the CK, too. Can't remember how exactly ATM - been a long time since I had to do this...

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Have you tried messaging the author? It seems strange the author would acknowledge it can be edited but not provide the means for someone to do it themselves.

Hi, thanks for the response. I did try messaging the author, both on his Nexus Mod page and also with a private message, I'm waiting to hear from him. Hopefully I will get a response. He was last active in January'17.

 

 

Just an idea: Did you set the file you want to modify as "active file" before loading it? It's a little checkbox in the loading menu.

This way you will edit the original file itself - which in this case is perfectly okay, as long as you keep a backup of the unchanged file.

 

You can also create a second .esp file, that changes the mod, but leaves it untouched. For this, you would need to "esmify" the original mod. This can be done in Wrye Bash. Possibly in the CK, too. Can't remember how exactly ATM - been a long time since I had to do this...

Hi, thanks for replying to my post. I did set his mod to active. The problem is i'm very new to modding. I wanted to look at his script and study it but I still have no idea how to do that. It seems I need to set up Notepad++ as an editor/compiler, but I thought I could be able to open up his script and study it in the Creation Kit, I just don't know what i'm doing.

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