JRFan007 Posted February 11, 2012 Share Posted February 11, 2012 I am having the extremely annoying problem of naked custom NPC's. One of the armors I have is "Triss' Armor" non-replacer; I have made a custom default outfit, put the armor in the new outfit and given my NPC the outfit. In the CK she is wearing the armor but when I go in game, or restart the CK, she is naked even though she still has the custom outfit in the default out tab....Anyone have any suggestions?? Link to comment Share on other sites More sharing options...
Hadok Posted February 12, 2012 Share Posted February 12, 2012 I'm also having the same problem with the same outfit Link to comment Share on other sites More sharing options...
Sidriel Posted February 12, 2012 Share Posted February 12, 2012 I had to have the armor and the npc edit in the same esp. Otherwise, no clothes. Trying to figure out how to have dependencies, but I'm lost. Link to comment Share on other sites More sharing options...
JRFan007 Posted February 13, 2012 Author Share Posted February 13, 2012 Would making the ESP file an ESM do the trick you think? I would try it myself but I haven't the time to do anything related to fun for a week or so lol. Link to comment Share on other sites More sharing options...
Sidriel Posted February 13, 2012 Share Posted February 13, 2012 I'll look into it later tonight, never thought of that. Link to comment Share on other sites More sharing options...
MShoap13 Posted February 13, 2012 Share Posted February 13, 2012 (edited) I believe you can ESMify a plugin, set it up as a dependency for a different plugin and then ESPify it back without losing the dependency. I'm not sure if there are updated utilities available for the ESMifying and ESPifying process for Skyrim, though I've heard murmurs of people using Wrye Bash with Skyrim so... This will allow you to create dependencies without locking your master files into actually being master files. This way they can be placed back to back in your load order to avoid conflicts with other mods that may potentially alter records they have in common. Edit: Also, plugins seem to behave slightly differently in Skyrim than they did in the past (at least compared to Oblvion, I'm not sure about FO3/NV). A lot of mods out there break quests (Darker Dungeons for example) due to the same issue you seem to be running into. Edited February 13, 2012 by MShoap13 Link to comment Share on other sites More sharing options...
Sidriel Posted February 13, 2012 Share Posted February 13, 2012 (edited) Modifying Other Mods While TESCS allows esps to use and modify esms, it will not allow similar actions for esps. The basic problem here is that TESCS refuses to allow an esp to become a master of an esp. And without that master relationship, it's impossible for the new esp to refer to anything in the old esp (and thus is unable to use or modify it). However, it's possible to trick TESCS into remembering another esp as a master -- once this is done, then the new mod is able to use and modify the old esp (almost) as if it were a regular esm file. See De-Isolation Tutorial. Also of note is that esms can modify other esms -- within certain limits. The main limit seems to be that one esm cannot add items to worldspaces defined by another esm. found this here: http://cs.elderscrolls.com/index.php/Esp_vs._Esm Should be the same concept. So basically we could make an esm of all the most popular armors/weapons(with permission), then integrate them into the gameplay/custom esps? (That's what I was trying to do) Is it bad practice to use esms? Edited February 13, 2012 by Sidriel Link to comment Share on other sites More sharing options...
JRFan007 Posted February 15, 2012 Author Share Posted February 15, 2012 I don't know if it's a bad practice per say, but it is a pain in the a** not only to esmify every armor you want to use and to have 30 esms....there has to be an easier way... Link to comment Share on other sites More sharing options...
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