Jaykosgaming Posted May 22, 2019 Share Posted May 22, 2019 Hello, I'm building a mod for displaying unique items you can aquire in game including a weapon mod items from a few people (I have the permission from said authors to use their assests) but what is happening is the items i'm bringing from the mod isnt appearing in game Basically I take modfromnexus_sword01 and i place it in Mytestmod_cell I save my ESP (Mytestmod) and load up the game but the item i place is not there also something I noticed that if I place a one of the weapons in CK, Save my ESP in CK, close CK and reopen CK and load my mod, all the assets that's I place in my cell before closing CK down are gone like I never even placed them there to begin with (as if the mod was never installed) I've done everything i can think of I've made sure the mesh/texture files are in the right directory spot I've made sure the mods are loaded fully (all files present)I've made sure nothing is disabled in CKI've Installed the mod BSA files via a mod manager, I've insalled the files loose via a mod manager and ive tried to install the files manually without a mod managerI've tried to remove the scripts off the items to see if that was effecting it I've tried pretty much everything I can think of to get it to work Is this a bug in CK or am I missing something? Any help would be greatly apricated :smile:Thanks :smile: Link to comment Share on other sites More sharing options...
thumbincubation Posted May 22, 2019 Share Posted May 22, 2019 Are you trying to make your mod use their mods as masters? Or are you taking the meshes and textures you need from their mods, pasting them into your meshes/textures folders, and creating an item to use them in the CK? It sounds a bit like you have their mod open with yours and when you save your mod, their stuff vanishes. I think it should have already made their mod a master, automatically, when you used their items. If their stuff was in a .bsa, you should have gotten the exclamation point in a red diamond. If it's there, visible, and then just gone when you go back, the only think I could think of would be to make sure you set your own mod as the active file. If not, it will still let you make all kinds of changes, but won't keep any of them. If you accidentally set their mod as active, it will save the changes to theirs instead. Link to comment Share on other sites More sharing options...
Jaykosgaming Posted May 22, 2019 Author Share Posted May 22, 2019 It's a little confusing tbh And i thought that the mod would be a master too once putting the items in the CK but it doesnt show what im doing is I'm taking the meshes and textures, creating my own statics for a custom display case My statics that i personally create show up in game and everything looks fine but stuff from the mod im trying to display refuses to work properlyI'm trying to think of a way to explain this so say i created a static (Mystatic01) using a mesh of the mod in question i place Mystatic01 on the map (which will appear in skyrim) create a new activator and link up my display script (which i know is 100% working (tested with daedric weapons :P))I grab ModWeaponA(weapon) and place it on the floor so i can test the display to make sure it works, I have everything assigned properly in the mod propertiesI save the ESP Mymod.ESP, My mod is the active one, not the mod I'm taking stuff off ofI load up Skyrim, I see the text for the activator, I don't see ModWeaponA, I can normally see my static but in this case I cant as it needs to be disabled for the display to "enable" it once I place the weapon Since my weapon isn't showing up how I placed it, I console it to my inventory, I confirmed that the codes are the exact same The weapon in questions code is 050056D1 in game and I confirmed this code matches the exact weapon ID in CK I go to place the weapon but now the script is saying that's not the proper weapon but it is???And i'm guessing the reason why is because the ModA wont work properly Hope that helps a little Link to comment Share on other sites More sharing options...
thumbincubation Posted May 22, 2019 Share Posted May 22, 2019 I think I'm following. When you place ModWeaponA on the floor, you're in creation kit, and then you load up Skyrim and you don't see the weapon in game, where you placed it, but you're able to console one? I'm wondering if, since it's a modded weapon, it needs to be set a few "Inches" off the floor, so it can havoc and land on the floor. Sometimes even vanilla items want to sit weird, so if you place them on the floor, they fall through. Try going into creation kit, open the cell and make sure your weapon is still on the floor where you placed it, then hit the havoc button and see if it falls through. In game, if you did player.additem, you got a duplicate of the weapon, rather than the one you placed. You might want to hit TCL and dive down through the floor, if you see it disappear while in CK. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 22, 2019 Share Posted May 22, 2019 When working with objects from other ESP files for use in your ESP file, the source ESP files need to be false flagged as ESM files. The Creation Kit will not allow you to have an ESP file as a parent master. If you were to load up your ESP file in the Creation Kit again, you would notice that the weapon you placed on the floor is no longer present. This is a result of the CK preventing ESP parent masters. To work around this you can use either Wrye Bash or SSEEdit. In WB you just need to right click the appropriate plugins and choose Esmify. Those plugins will move to the ESM section of your load order and you can then use those records in your plugin. The important thing is that when you wish to test your work in game, you need to change those plugins back with the Espify option and re-position them as necessary in your load order. I am unsure of the exact instructions with SSEEdit but I do know that it is a change within the Header section of the plugin. Link to comment Share on other sites More sharing options...
Jaykosgaming Posted May 22, 2019 Author Share Posted May 22, 2019 THANK YOU SO MUCH!!!!!!!!!!!!!!!!!!The Wrye Bash Idea worked, this was literally the only thing stalling my mod :)Thank you everyone for the help and suggestions :) Link to comment Share on other sites More sharing options...
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