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How to organize mod resource dependencies?


SeraVerte

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Let's say I'm working on my own custom mod "C" that uses some actors from mod "A" and armors/weapons from mod "B".

I also want to minimize the number of .esp files that are active so i want to only take specific things from mods A and B and then disable or delete those .esp files, keeping only the resource files.

I also want to be able to easily add other .esp dependencies, such as another armor or weapon mod.

 

What would be the best way to do or organize this?

 

In the past I would just set C to the active file in the creation kit with B and A as dependencies, I would then duplicate the entries that I wanted to use in my mod and use those instead, but that created the issue of every entry being named with the suffix "duplicate0001", which is not deal.

Any ideas?

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