poptart11 Posted July 3, 2012 Share Posted July 3, 2012 Hello,I was wondering how to get an armor mod that I downloaded on an npc in the game. The problem is the armor doesn't show on the npc I put it on. It shows when I am in the creation kit but when I got into the game world it doesn't appear on the npc or in their inventory. Any help would be appreciated if possible. Peace,Poptart Link to comment Share on other sites More sharing options...
David Brasher Posted July 3, 2012 Share Posted July 3, 2012 When you load the mod up in the CK again after exiting, is it still in there in the CK or has it vanished? From the information you give on the problem, I am not sure if you are talking about a mod de-isolation problem where you are trying to use information from one mod in another mod, if this is a problem with improperly set up outfits, or if this is a problem with savegame memory remembering how things were before you installed your new mod. Link to comment Share on other sites More sharing options...
poptart11 Posted July 4, 2012 Author Share Posted July 4, 2012 I don't really sure what goes on but i'll give you a play by play on what happens. 1. download an armor mod.(with mod manager.)2. load creation kit.3.load the file with the armor mod and the file with my landmass im working on4.make an outfit with the armor pieces.5. make npc.6. put the outfit on npc7. preview armor with npc. (armor shows up fine.)8. put npc into world.(armor still shows fine.9. go into skyrim game10. find npc11. npc naked with nothing in inventory. Thats what happens when I download ANY armor mod and try putting it on an npc. Peace,Poptart Link to comment Share on other sites More sharing options...
David Brasher Posted July 4, 2012 Share Posted July 4, 2012 (edited) It sounds like the mod deisolation problem. You can't take armor from an armor mod and use it in a landmass mod unless you follow special procedures. (One .esp cannot see what is in another .esp.) Options:(1) Copy the armor into the landmass mod by renaming the armor pieces and thereby giving them new FormIDs. The armor will then exist in both mods independently even when the other is not loaded. (2) In the landmass mod make a new armor object and adjust its stats the way you want them and change the mesh path to point to the mesh used by the armor in the armor mod.(3) Use TESVSnip and merge the armor with the Landmass mod.(4) Use Wrye Bash to .esmify and .espify at the proper times to set up a slave and master system where the landmass mod uses the armor mod as a master. (This could be the hardest option of them all.) Edited July 5, 2012 by David Brasher Link to comment Share on other sites More sharing options...
poptart11 Posted July 5, 2012 Author Share Posted July 5, 2012 Well this stinks. The first two options don't work. And TESVSnip confuses me to no end. I'll just continue without the armor mod :(.Thanks for your time and help though. Peace,Poptart Link to comment Share on other sites More sharing options...
David Brasher Posted July 5, 2012 Share Posted July 5, 2012 Option 1 is the easiest, but slightly-time consuming if you have dozens of items to work with. All you have to do is open your armor mod as inactive and your landmass mod as the active file. Open up the dialog for an armor item. Change its name. Save it. When the computer asks if you want to create a new item, say "Yes." Save your mod. You can verify that this worked by loading up your mod again without the armor mod also being loaded. Link to comment Share on other sites More sharing options...
poptart11 Posted July 6, 2012 Author Share Posted July 6, 2012 Yeah I treid that again along with other aproaches and nothing worked so I don't know what's going wrong. It can't be too hard since I see people do it all of the time. But like I said before I can carry on without the mod. Peace,Poptart Link to comment Share on other sites More sharing options...
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