WizardOfAtlantis Posted February 12, 2012 Share Posted February 12, 2012 I have made a small mod that changes one aspect of one perk, let's call it Mod A. I want to use another mod, Mod B, which makes a lot of changes to a lot of perks. It even makes changes to the perk that I have manipulated in Mod A, just in a different way and I want to preserve how that part of the perk works as I have in Mod A. Loading them both up causes a situation where one overrides the other based on who's lower in the load order. So, if I wanted to make my Mod A compatible with Mod B, I would load up Skyrim.esm and Mod B in the CK as masters, and then write in the same changes that I'd made in my original Mod A as a new mod and save it. That way, I have a new esp that is dependent on Mod B and changes what was relevant to the original Mod A, and must be loaded after. Basically, just as Mod A changed one aspect in Skyrim.esm, as did Mod B, now the compatible Mod A version changes Mod B which in turn changes Skyrim.esm. Right? Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 12, 2012 Share Posted February 12, 2012 One question:How do you make a *.esp a master in the CK? Link to comment Share on other sites More sharing options...
Werne Posted February 12, 2012 Share Posted February 12, 2012 @6TemplaR9 I believe you can't. In FO3/NV you had to use FO3Edit if you want to set an esp plugin as a masterfile because the GECK wasn't able to do so. I think CK acts the same, though I haven't tried. Link to comment Share on other sites More sharing options...
skizophrenic Posted February 12, 2012 Share Posted February 12, 2012 @OP You're correct except for one detail: you wouldn't need to make a new esp. When you load up skyrim and mod B, just set mod B as the active file and the changes will be saved to mod B. Link to comment Share on other sites More sharing options...
WizardOfAtlantis Posted February 12, 2012 Author Share Posted February 12, 2012 @OP You're correct except for one detail: you wouldn't need to make a new esp. When you load up skyrim and mod B, just set mod B as the active file and the changes will be saved to mod B.Right. I see your point. The thing is, my thinking went along the lines that since Mod B is actually someone else's mod and I don't want to upload/change someone else's work if I decide to upload my mod A, I was thinking of uploading my original mod A plus variations that would be compatible with Mod B and be dependent on it so that downloaders would be able to use it (A) if they were already users of mod B.Thanks! Link to comment Share on other sites More sharing options...
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