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Posted (edited)

Hello,

 

I'm currently having trouble getting my mod to require another mod as a dependency on Xbox One. From what I've gathered, the best way to do this is to rename the mod you wish to be the dependency to an .esm file, change the dependency's file header flag to .esm using xEdit or FO4edit, open up the Creation Kit, load Fallout4.esm & your new dependency - othermod.esm, save and set mymod.esp as active file, make desired changes, save your file, and change the master file inside your mod (mymod.esp) that's for your dependency back to an .esp file (othermod.esp) in xEdit or Fo4edit. Finally, open the dependency up in xEdit or FO4edit and change the file header flag back to .esp or leave it unchecked (the way it was before you messed with it) and rename the file back to .esp

 

This mod is for xbox users and I've selected a PC dependency, while bethesda.net will say it requires the Xbox version of the dependency.

So my question is - How do I get my mod in the Creation Kit on PC to require the Xbox version of the dependency?

 

Any help would be greatly appreciated!

 

Thank you,

 

 

Plarux

Edited by Plarux
Posted

It sounds like you doing it right, what kind of issues are you having? Anyway this is what I do.

 

1. Open the mod I want to require as a master in xEdit (FO4edit)

2. Go to it’s file header and set the .esm flag

3. Quit and save in xEdit

4. Change the new masters file extension to .esm

 

Make a backup of the original.esp version, this way you will have a master version if needed later and you won’t have to convert it back to an .esp

 

5. Launch the ckit and select my new master and the plug-in I want as a dependency in the data window

6. Set the plug-in I want as a dependency as active and load

7. Make my edits and save in the ckit (this will add the new dependency)

 

8. Open my edited plug-in in xEdit (FO4edit) (this will load the masters needed also)

9. In my plug-in go to the file header and locate the master list

10. Change MyNewMaster.esm to .esp

 

Your plug-in will now have an .esp master. DO NOT OPEN THIS PLUG-IN IN THE CKIT AND SAVE! Saving again will remove the .esp master, you can open it for uploading but stay clear of the save button!

 

This will work for Xbox, I do it all the time.

Posted (edited)

It sounds like you doing it right, what kind of issues are you having? Anyway this is what I do.

 

1. Open the mod I want to require as a master in xEdit (FO4edit)

2. Go to it’s file header and set the .esm flag

3. Quit and save in xEdit

4. Change the new masters file extension to .esm

 

Make a backup of the original.esp version, this way you will have a master version if needed later and you won’t have to convert it back to an .esp

 

5. Launch the ckit and select my new master and the plug-in I want as a dependency in the data window

6. Set the plug-in I want as a dependency as active and load

7. Make my edits and save in the ckit (this will add the new dependency)

 

8. Open my edited plug-in in xEdit (FO4edit) (this will load the masters needed also)

9. In my plug-in go to the file header and locate the master list

10. Change MyNewMaster.esm to .esp

 

Your plug-in will now have an .esp master. DO NOT OPEN THIS PLUG-IN IN THE CKIT AND SAVE! Saving again will remove the .esp master, you can open it for uploading but stay clear of the save button!

 

This will work for Xbox, I do it all the time.

 

I think the problem I was having is that I opened it back up in the CK and saved before uploading it to Xbox.

The mod I'm using as a dependency is the Service Rifle by painter2099.

I guess I was just confused how the dependencies work between different platforms. From what you've said though, using the service rifle on PC as the dependency should work for the mod on xbox right? It would just use the assets from the xbox version instead of the PC version. I'll try it later and update this post when I do.

 

Thank you for the reply chucksteel!

 

Plarux

Edited by Plarux
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