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Reference object created in another .esp


vodswyld

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I am working on a mod that allows me to craft spell tomes based off perk level. The vanilla spells were easy, but I am also trying to create crafting recipes for spells created by a couple of other mods. That part is turning out to be far harder then I expected.

Here is some of what I have attempted:

 

Attempt 1: Load both into the creation kit. Create the new object on my mod with reference to the object in the other. Set the load order to load the source mod before my own. Launch the game and attempt to find the recipe.

Result: Recipe does not show in the list. Opened the creation kit again, still loading both mods and setting mine to be active. Get an error for that recipe saying it is unable to find the reference to the spell book and sets the "created item" field to "NONE".

 

Attempt 2: Add the source mod as a master using TESVSnip. Then do above.

Result: Same as above. In addition, after saving in the creation kit this field is wiped.

 

Attempt 3: Use TESVSnip to merge the source mod wholesale. Create recipe. Remove source from load list. Launch. (Trying very very very hard not to have to do this)

Result: For spells that do not use scripts, this will work. Some spells that use scripts work fine, while others seem to drop their link to the script for no apparent reason. In some of these cases going into the creation kit and remove then readding the script will work.

 

Attempt 4: Load both into creation kit. Go to the source spellbook. Make a change, save, undo, save. This marks the object as "changed" and saves it into my mod. Create recipe object pointing to the spellbook. Set both to load, while mine loading after. Launch game.

Result: Skyrim sees two spellbook objects with different IDs. (Looking via console use "help <object name>")

 

Can anyone tell me what I am doing wrong?

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It might be helpful for you to read this Oblivion tutorial. It will introduce you to the concepts you are dealing with here. Mod De-Isolation Tutorial

 

In your post, I did not see where you said a word about Wrye Bash, espification, esmification, and .esp mastering.

 

The way it will need to go is that you esmify your .esp masters with Wrye Bash before loading them in the CK as masters to your mod which is the active file. You make your edits, and then espify all the esmified masters before play-testing. You esmify or espify at the wrong time and you are doomed. One false click and you have ruined your mod and will need to delete it and load up your backup. (This is another important point. You need many backups of different ages and with different names, because sooner or later you will slip and ruin your mod.) After your play-test you will need to esmify again and reload the mods. You will find yourself going back and forth over and over as you build the mod. Keep a sharp eye open to detect if the mod is ruined and has lost its masters. (Lots of content disappears when this happens. You don't want to waste time working on a ruined .esp. You want to load up your backup at first opportunity.

 

You have picked a difficult task for a relatively new modder. But if you persevere, you can conquer.

Edited by David Brasher
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The short answer is tha you canot bas and esp on another esp.

 

If you could/did then you could base your mod on my mod & I could base my mod on your mod. and the game engine would do a creditable impression of the woosalem bird and disappear up it's own backside (if you're familiar with the Frankie Howard sketch).

Edited by flobalob
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Thanks David. I will give that a shot and see if I can make it work. Dependencies should not be this hard >.<

 

Dependencies should basically be a given. It wouldn't be hard to give the CK a quick dependency checking routine that checks when you make a dependency that the target does not depend on the open mod too. Would help with the load order issues I have heard of also. Scan the dependency list of all installed ESPs and make a load order list with the root ESMs first, then the files depending only on the root ESMs, then a list that have ESPs as their dependencies.

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