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[LE] Trouble using weapons and keywords from another mod


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I am working on a mod (call it MOD B) that is designed to work alongside another existing mod (call it MOD A).

 

MOD A - adds a new keyworld to some existing weapons, and has a few new weapons with this keyword.

 

In my mod, MOD B, I am trying to use some logic that detects when the player is equipped with a weapon (from MOD A, or not) that has the new keyword added by MOD B.

 

I have tried, all of the following, and none work;

 

* adding the new keyword as a property to my script

* using get formfromfile to get the keyword

* copying the records from MODA to MODB as overrides

* making MODA a master file of MODB.

 

I can't get my mod, MODB, to use the records from the other mod in my scripts (or my conditionals in spells - I would prefer spell conditionals, but those dont work).

 

(I have tested replacing the new keyword with an existing keyword from the base game, to validate my logic and scripts - and they work).

 

Any suggestions?

Edited by davethepak
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Did you set up Mod A as a master for Mod B?

Thank you for a quick response.

 

Yes, I did so in XEdit, saved it and loaded again to validate.

 

Also, when I load into creation kit, it recognizes MOD A as the master of MOD B (except of course, if I save it in the CK, then I have to reapply it again in Xedit- very annoying in xedit.....).

Edited by davethepak
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