anubispriest Posted April 15, 2012 Share Posted April 15, 2012 I have tried and failed to find this answer in a basic format by searching these forums, maybe because of me and maybe because the search function isn't anyways perfect. I want to keep this topic and information basic and general so anyone can use this info with basic tools (if a future search is done): the Skyrim Launcher and the Construction Kit only if at all possible. I have two mods:1. "Snazzy House." (Snazzyhouse.esp ) Just a simple mod that adds a cave entrance to a vanilla Skyrim exterior cell and a single large interior cell with mannequins, beds, etc. like any mod house would.2. "The Eighteen Inn Followers." (18Innfollowers.esp & 18Innfollowers.bsa) A mod that adds 18 new NPC follower merchants that are better geared to different player characters (a tank, a healer, a conjuror, a proper sneak type, etc...) that are in the 18 Inns all over Skyrim. I want to move the reference point (whatever it is called: where the NPC is referenced/spawns in the cell) for one NPC from one Inn to my "Snazzy House" mod (I use that one NPC the most) without having to combine mods or move the NPC to my house mod with TESVSnip (due to 18 new NPC faces in a .bsa that would need depacked, seperated and repacked). I could make an identical based NPC, but why? All the work of making the NPC (including specific armor, weapons, stats, speech and sandbox) I want is done. Plus, I want to keep the other 17 NPCs for future characters to use. To make this work, my two questions are: 1. If I load Skyrim.esm, Snazzyhouse.esp and 18Innfollowers.esp in the CK what one to I make the active file to modify? I need to remove the NPC reference in the Inn and add it to the Snazzy House, is that better done in the Followers mod or the House mod. 2. I have done what you suggested for the answer above, now what load order do I need in the Skyrim Launcher to make it work? I tried loading Skyrim.esm, Snazzyhouse.esp and 18Innfollowers.esp in the CK, making the 18Innfollowers.esp the active file and making the changes there and then making the load order Snazzyhouse.esp first and followed by 18Innfollowers.esp... all I got was a missing (or unseen) NPC follower and a totally new bad stuttering lag in my Snazzy House. I am hoping that someone here has an answer without me spending a day of trial and error. Thanks, Anubis_Priest Link to comment Share on other sites More sharing options...
gasti89 Posted April 15, 2012 Share Posted April 15, 2012 I think your walkthrough is fine. The problems could be related to a bad save? Try making a clean save. If it doesn't work, try starting a new game. If the new game works, then it's a savegame problem. If the new game doesn't work, then you need another workaround! Link to comment Share on other sites More sharing options...
David Brasher Posted April 15, 2012 Share Posted April 15, 2012 Mods normally can't see other mods. You can't have one mod use content residing in another mod (unless you follow special procedures.) Possible procedures you could follow: (1) Manually merge the content you want from one mod into the other so that it exists in two mods, and is present even if you deactivate the other mod.(2) Completely merge the two mods in TES4Snip.(3) Use the .espify/.esmify abilities of Wrye Bash to create a mastered patch setup where one .esp uses another .esp for a master. (This approach best suited for advanced modders.) Link to comment Share on other sites More sharing options...
anubispriest Posted April 15, 2012 Author Share Posted April 15, 2012 @David Brasher : That is the answer I was looking for... well, not really. :unsure: What i should say is that those are actual answers with solutions. :thumbsup: I was hoping not to have to go through the whole part of de-packing the .bsa for the NPC's face textures (without them I get the gross grey face bug) to re-pack them into the house mod when I move the NPC with TESVSnip. I did notice that once I tried re-opening the mods (in the order in my OP) that a duplicate of the house mod interior cell was made and a whole lot of errors started poping up in the EditorWarnings.txt file. Funny thing was, the duplicate cell only had the NPC in it hovering in space. Thanks for the reply, although it is a bit more work than I wanted: I think in this example moving the NPC to a more suitable location is best. However, it may be a process someone else can search for and be willing to go through. Link to comment Share on other sites More sharing options...
David Brasher Posted April 15, 2012 Share Posted April 15, 2012 If the dark face bug is the only real problem you have, then you can do something like this to create new facegen data: (1) You .esmify the .esp in Wrye Bash and then load it in the CK.(2) You select all the actors added by the mod.(3) You press CTRL + F4 to export facegen data. (It takes awhile.)(4) You .espify the mod again using Wrye Bash. Link to comment Share on other sites More sharing options...
anubispriest Posted April 18, 2012 Author Share Posted April 18, 2012 @David Brasher : It is nice to see the step-by-step procedures! Not just for me, but for any future searches on the topics. My issue was I needed to:(1) .esmify the .esp in Wrye Bash and then load it in the CK.(2) Select ONE of the actors added by the mod.(3) Press CTRL + F4 to export facegen data.(4) Re.espify the mod again using Wrye Bash.(5) Remove the ONE NPC from the mod(6) Pack the NPC and facegen data into the second mod.....and I was too dang lazy to go through all that. Moving an NPC between mods is a bit time consuming. Sorry!! :facepalm: In this case the easiest thing to do was use TESVSnip to move my house mod into the followers mod: it took 20 seconds and I had no FormID duplications or other errors to fix the first go. I do thank you very much though for letting me know that mods "may occupy the same space but they are isolated" basically. Link to comment Share on other sites More sharing options...
Recommended Posts