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[LE] Creating a mod that disables parts of another mod


ericspace1

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Hey guys I'm trying to make a mod that removes the quest associated with the Alternative Armors series of mods on the creation club, and instead incorporates them into the world in a similar fashion to the other armor sets in the vanilla game. However I'm having trouble with the former. I don't know the proper way of removing or disabling a quest from the game/mod and how to save the changes as its own esp. I also don't know how I would go about reverting the edited cells back to vanilla other than manually deleting the new objects and placing back the vanilla ones. I'm not having really any trouble with hiding the various pieces of the armor around the world but I will have to mess around with leveled lists which I don't have any experience with so if anyone has some pointers on that aspect; that would be appreciated as well. Nevertheless the main roadblock for me is removing the quest and reverting the cells back to vanilla.

Any information is appreciated,

 

Thank you

Edited by ericspace1
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I'm hoping to avoid having any of the assets in my mod only to mod the already existing ones. That way I can share it with anyone who is looking for a similar mod. I did a bit more playing around and I was able to use xEdit to create a new esp with the vanilla cells to restore the vanilla assets deleted by the mod, and then I went into the creation kit and deleted the objects added to the cells. Then I was able to disable the quest by removing the script that gave you the quest as soon as you exited character creation, and unchecking the box in the quest properties that has the quest run on startup. So that's the first half of the mod done, hopefully I did it in a way that isn't too detrimental to save games.

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