mstilson153 Posted September 22, 2019 Share Posted September 22, 2019 Hi all, I am pretty new to the modding scene so I apologize if this has been addressed elsewhere. In short I am making a mod that changes the appearance of a companion, and want to use hair from another mod. After some research, trial, and error I ended up downloading FO4edit to make the mod with the hair assets a master file, after this I saved the mod and closed FO4edit. I then load up CK to make the edits I wanted. After I finished that and saved the mod in CK I loaded up the game to test and the hair defaulted back to the female default. After some investigating I found out the other mod was no longer a master file to my mod. In the end, I just made all of the changes in FO4edit and it works great. I was just curious though, is this normal for CK? Anyone have any insight? Thank you all in advance! Link to comment Share on other sites More sharing options...
icestormng Posted September 22, 2019 Share Posted September 22, 2019 CK doesn't allow ESPs to be used as master files. Only ESMs/ESLs can be used. You can do the following: Instead of referencing the mod as master, copy the HeadPart record you want to use, into your ESP with FO4Edit, but don't add the original hair mod as a master. Then save and exit FO4Edit. Open CK, open your NPC in edit mode and add the added haircut to your NPC. Your mod will still need the original hair mod installed because it references the mesh and textures from that. But you don't need the ESP as a master.If you don't want to edit the mod at all with CK, you can do it in FO4Edit completly. Add the ESP as a master. Then look for the NPC record and go to head parts and replace the entry of the haircut with the ones you want to give it. Link to comment Share on other sites More sharing options...
mstilson153 Posted September 22, 2019 Author Share Posted September 22, 2019 CK doesn't allow ESPs to be used as master files. Only ESMs/ESLs can be used. You can do the following: Instead of referencing the mod as master, copy the HeadPart record you want to use, into your ESP with FO4Edit, but don't add the original hair mod as a master. Then save and exit FO4Edit. Open CK, open your NPC in edit mode and add the added haircut to your NPC. Your mod will still need the original hair mod installed because it references the mesh and textures from that. But you don't need the ESP as a master.If you don't want to edit the mod at all with CK, you can do it in FO4Edit completly. Add the ESP as a master. Then look for the NPC record and go to head parts and replace the entry of the haircut with the ones you want to give it.Thanks for the advice icestormng, I greatly appreciate it! Link to comment Share on other sites More sharing options...
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