RiMokir Posted April 11, 2018 Share Posted April 11, 2018 (Yes I am aware this is frowned upon but he said it was allowed to be modded.)I have been trying to make a follower mod out of C.O.N.T.R.A. NPCs and was hoping to make it standalone so I wouldn't need the WHOLE overhaul. The real problem I am having is how would one extract the NPCs (Including weapons, armor, and their race.) and get it to a separate mod without the overhaul mod being required? I guess what I am asking is how do I make items from a mod standalone? Link to comment Share on other sites More sharing options...
kingbeast88 Posted April 11, 2018 Share Posted April 11, 2018 Copy all as new records to a new .esp in FNVedit. You will need to copy the NPC's dependencies first individually then the NPC later. Afterward you need to fix the records to point to the new form ID's. Example you can't copy the NPC over as a new record to the standalone.esp if they have a custom race in the original .esp since it will draw that form ID's dependency it will force needing the original esp as master as it points there. Hope I explained that. So you delete the race copy over the race and then NPC, then point to the new race's form id in the new .esp. You need to do that for any hair, race, eyes, packages, scripts, items, armor, class, etc and manually place them into the world again ala standard companion creation stuff. Basically anything thing with a form ID that is the same as the Obscurum id needs to be copied over into the new esp first. So you can then manually copy and point to the new references. Link to comment Share on other sites More sharing options...
RiMokir Posted April 11, 2018 Author Share Posted April 11, 2018 I was working alone on it (Had not checked this thread yet.) and was able to get it to it's own .ESP and I take it the error you are talking about that I need to fix the records is "< Error: Could not be resolved >"? Link to comment Share on other sites More sharing options...
kingbeast88 Posted April 11, 2018 Share Posted April 11, 2018 Yes, those indeed should be the missing reference id's. Just need to copy the new id's over to fix it from your standalone .esp. Link to comment Share on other sites More sharing options...
SirDanest Posted April 26, 2018 Share Posted April 26, 2018 Wow, really? It's possible potentially to rip out part of a mod and just use that part? There's a fair number of mods that do multiple things and sometimes I find myself wishing they did maybe only one of those things. Interesting information. Link to comment Share on other sites More sharing options...
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