Daegus Posted August 18, 2012 Share Posted August 18, 2012 There are a few mods that I have that require modular beautiful people. However I also have some companion mods that are dependent on some of the races that are now included in mbp. They won't work because the individual race esps aren't there. Is there a way to point the companion mods to MBP for the race? Link to comment Share on other sites More sharing options...
Nephenee13 Posted August 18, 2012 Share Posted August 18, 2012 There are a few mods that I have that require modular beautiful people. However I also have some companion mods that are dependent on some of the races that are now included in mbp. They won't work because the individual race esps aren't there. Is there a way to point the companion mods to MBP for the race? Edit the masters in Wrye Bash. Link to comment Share on other sites More sharing options...
LFact Posted August 20, 2012 Share Posted August 20, 2012 There are a few mods that I have that require modular beautiful people. However I also have some companion mods that are dependent on some of the races that are now included in mbp. They won't work because the individual race esps aren't there. Is there a way to point the companion mods to MBP for the race? Edit the masters in Wrye Bash. Editing masters only may not work if race formIDs from original mod and compilation mod are different. If a custom race formID is 01000CDE from original race mod, while it is 01000EEF from race compilation, simply editing master list can cause error when you use edited companion mod in-game. I'd rather:1. Edit master list in Wrye Bash or TES4Gecko first.2. Load new master and edited companion plugin with TES4Edit to correct 'wrong' race formIDs which companion plugin points.3. Use Construction Set to check if the edited plugin is okay, if you need to do so. Link to comment Share on other sites More sharing options...
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