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I can not find the objects placed with the Creation Kit


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Could be a number of reasons, but check to see that you placed them slightly above ground (or surface) level. Sometimes, if you place them a hair too far down, havoc will drag them down into the ground or floor.

 

You could use console commands to give them to yourself,

 

 

 

help "whatever weapon name" (Only use quotes if searching more than one word. ie: help grimsever vs help "glass sword") Get the ID number from the list (page up/down to scroll) then...

 

player.additem (ID #) (quantity) without parentheses, so if the ID was abc123, it would be player.additem abc123 1 and you would have one of the items in your inventory.

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Could be a number of reasons, but check to see that you placed them slightly above ground (or surface) level. Sometimes, if you place them a hair too far down, havoc will drag them down into the ground or floor.

 

You could use console commands to give them to yourself,

 

 

 

help "whatever weapon name" (Only use quotes if searching more than one word. ie: help grimsever vs help "glass sword") Get the ID number from the list (page up/down to scroll) then...

 

player.additem (ID #) (quantity) without parentheses, so if the ID was abc123, it would be player.additem abc123 1 and you would have one of the items in your inventory.

I tried but nothing, it's as if the game does not load the mods, I checked in the mod menu but it seems all right, what can it depend?

 

the problem gives me only if I place a weapon from a mod, while with those of the original game I see no.

 

sorry for bad english

Edited by PyrusDragonoid
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If the mod you're trying to use assets from is a .esp, the Creation Kit will not let you use those in another .esp. This is called using a .esp master. The Creation Kit that is currently available (1.10.15) will strip all .esp files from the master list upon saving. Regardless if they have the ESM header that was previously supported. You would need to use an older CreationKit.exe file of 1.8.10 or earlier to use that method.

 

The other option is to edit the mod the weapon comes from and set it as the active file. Then place it as desired and save. Repeat for each mod that has weapons you want to place somewhere in the world.

Edited by BigAndFlabby
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If the mod you're trying to use assets from is a .esp, the Creation Kit will not let you use those in another .esp. This is called using a .esp master. The Creation Kit that is currently available (1.10.15) will strip all .esp files from the master list upon saving. Regardless if they have the ESM header that was previously supported. You would need to use an older CreationKit.exe file of 1.8.10 or earlier to use that method.

 

The other option is to edit the mod the weapon comes from and set it as the active file. Then place it as desired and save. Repeat for each mod that has weapons you want to place somewhere in the world.

is there an old version of the Creation Kit for fallout 4? if it's where I can find it?

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If the mod you're trying to use assets from is a .esp, the Creation Kit will not let you use those in another .esp. This is called using a .esp master. The Creation Kit that is currently available (1.10.15) will strip all .esp files from the master list upon saving. Regardless if they have the ESM header that was previously supported. You would need to use an older CreationKit.exe file of 1.8.10 or earlier to use that method.

 

The other option is to edit the mod the weapon comes from and set it as the active file. Then place it as desired and save. Repeat for each mod that has weapons you want to place somewhere in the world.

I don't play nor do I mod FO4, but I assume it's the same as it is for SLE and SSE about converting an esp to an esm or converting an esm to an esp in Wrye Bash.

 

Is that possible to do that before loading a mod in the CK for FO4 or does the OP need to make the another esp with the resources to be a master for that mod in FO4Edit?

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If the mod you're trying to use assets from is a .esp, the Creation Kit will not let you use those in another .esp. This is called using a .esp master. The Creation Kit that is currently available (1.10.15) will strip all .esp files from the master list upon saving. Regardless if they have the ESM header that was previously supported. You would need to use an older CreationKit.exe file of 1.8.10 or earlier to use that method.

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The other option is to edit the mod the weapon comes from and set it as the active file. Then place it as desired and save. Repeat for each mod that has weapons you want to place somewhere in the world.

I don't play nor do I mod FO4, but I assume it's the same as it is for SLE and SSE about converting an esp to an esm or converting an esm to an esp in Wrye Bash.

Â

Is that possible to do that before loading a mod in the CK for FO4 or does the OP need to make the another esp with the resources to be a master for that mod in FO4Edit?

Unfortunately the Fallout4 ck version 1.10.15 does not accept ESM flagging .esp files like the SSE / SLE counterparts does. The previous version 1.8.10 does though. But you'd need to have made a backup of it.

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