DarkWing241 Posted December 23, 2019 Share Posted December 23, 2019 I want to replace some of the models in a preexisting custom armor mod (in this case the boots), with models of my own creation. Now I know how to create armoraddons and reroute them to my models. That part is no issue. I am however pretty ignorant about file types and how things overwrite. The .esp from the source mod contains the the armoraddons I want to edit. I could clone the .esp and just change the the armoraddons but then I would have to remake these edits every time a new version of the source mod is released, and in general this just doesn't seem like the optimal way of doing things. Especially if I want to repackage the edit for use by others (The source mod has open permissions). This HAS to have been done before. Could someone walk me through what to load and set as active in creation kit so that everything overwrite correctly? Or maybe just point me in the direction of a tutorial on modding other mods? Link to comment Share on other sites More sharing options...
timsterse Posted December 23, 2019 Share Posted December 23, 2019 Came across this when searching for my own issue. As I understand it, you should use the source mod esp, load it in xEdit, and change he header flag to ESM. That way, in CK, you can load it's assets as reference and not have to copy them. Link to comment Share on other sites More sharing options...
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