davethepak Posted May 13, 2018 Share Posted May 13, 2018 (edited) 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 May 13, 2018 by davethepak Link to comment Share on other sites More sharing options...
Novem99 Posted May 13, 2018 Share Posted May 13, 2018 Did you set up Mod A as a master for Mod B? Link to comment Share on other sites More sharing options...
davethepak Posted May 13, 2018 Author Share Posted May 13, 2018 (edited) 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 May 13, 2018 by davethepak Link to comment Share on other sites More sharing options...
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