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First mod help - basic replacement mod


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Hi Everyone,

 

First time modder here. Have just got the creation kit installed and figured out how to do basic things, and would like some help/advice on creating a relatively basic first mod. I want to change a few items in Vault 111 at the start of the game when using the "Start me up" mod. Specifically, I am trying to replace the 10mm pistols and ammo with a .38 pistol from another mod, add a backpack from a second mod, and add a canteen from yet another mod. I have loaded fallout4.esm plus all the mod files from the the other mod and made the changes to the cell I wanted to make and saved it as my own mod, but when I load my game with my mod enabled, only some of my changes are present. Specifically, the ammo changes I made are there and the 10mm pistol is gone, but none of the items from the other mods are present (.38 pistol, backpack or canteen). Obviously its not loading the assets from the other mods correctly. Could someone please help me figure out what I did wrong? I know my mod is partially working because it doesnt seem to break the game and some of my changes worked, but just not the important ones.. Thanks!

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Ah! thank you Zorkaz, your reply is much appreciated! Next problem though: not all the masters are available when I try to add masters (right click my mod -> add masters). It only allows me to choose the weapon mod esp, but the backpack and canteen mods are not available to add. Any reason why its hiding them from me?

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ummm, I dont know actually.. how do I check?

 

edit: okay I think I found it actually, it does list the pistol mod as a master:

 

 

 

but when I save and load the mod again I get this warning:

 

 

 

and then the pistol I added is gone again, so I presume this is the issue. Even though its listed as a master it cant load the pistol asset from the other mod for some reason..

Edited by Joosemachine
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