AngelValis Posted September 2, 2017 Share Posted September 2, 2017 I'm attempting to add modifications from another mod to some full body armor that isn't normally modifiable (as well as change which body parts it covers), and so I essentially compared the armor to one of the wearable items from the other mod and added all the scripts/script settings/attach points/mod associations but: 1. my mod doesn't list the mod whose scripts I'm using as a dependency2. in game, the armor isn't modifiable3. when reloading the plugin in the CK, all the attach points and mod associations are gone and while the reference to the script still exists, all the settings now have null pointers. All the other setting I changed (body slots used, armor rating etc) are fine and stay as I've saved them. I'm apparently missing something and would appreciate any help. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 2, 2017 Share Posted September 2, 2017 I'm attempting to add modifications from another mod to some full body armor that isn't normally modifiable (as well as change which body parts it covers), and so I essentially compared the armor to one of the wearable items from the other mod and added all the scripts/script settings/attach points/mod associations but: 1. my mod doesn't list the mod whose scripts I'm using as a dependency2. in game, the armor isn't modifiable3. when reloading the plugin in the CK, all the attach points and mod associations are gone and while the reference to the script still exists, all the settings now have null pointers. All the other setting I changed (body slots used, armor rating etc) are fine and stay as I've saved them. I'm apparently missing something and would appreciate any help.If the other mod is an ESP and not an ESM then CreationKit will remove the dependency and all references upon save. Previous CreationKit versions allowed having the ESP file's header changed to be a fake ESM and allow it, but version 1.10 changed that. Link to comment Share on other sites More sharing options...
AngelValis Posted September 2, 2017 Author Share Posted September 2, 2017 (edited) Ah, okay, thank you very much. Is there a known workaround for this yet? Edited September 2, 2017 by AngelValis Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 2, 2017 Share Posted September 2, 2017 Ah, okay, thank you very much. Is there a known workaround for this yet? There's 2 options that I know of with varrying difficulty.Easiest: Use an older version of the CreationKit if you have the exe backed up. You could use the 32bit version that is there for the lip file generation but it's super buggy as it is very old. If you do not have a backup and no access to an older version you can use xEdit to edit the header of your mod, changing the esps to esms, also change the headers of each of the esp masters to be flagged as esm (for safety in case the CK behavior changes again), then rename the master esps to esm, then edit your mod in ck. Afterwards you need to edit the header changing the esms back to esp and then rename the files back.Option 2 is obviously the more complicated and error prone method. Link to comment Share on other sites More sharing options...
AngelValis Posted September 3, 2017 Author Share Posted September 3, 2017 Thanks for the reply. I guess I'll just have to wait then and see if any further workarounds are found in the future. I don't have an old version of the CK and my mod is based on some of the CC content (esl) plus a regular esp-based mod, so I can't get everything to load correctly in FO4Edit. Basically, I wanted to add the attach points and vision modes from WestTek to the CC version of the Chinese Stealth suit. But at this point, I've just left the eyes as an equippable slot on the suit and so I can just wear the optics from WestTek with the suit; the prototype Chinese optics clip, but not too badly. Link to comment Share on other sites More sharing options...
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