neoanselmo Posted April 20, 2020 Share Posted April 20, 2020 I have a doubt. When I create a mod I load all the masterfiles, but I want to know if it is necessary to also load the UFO4 or not. The created mod overwrites the UFO4P causing the bugs fixed by it to be left without effect? For example, I am making a mod to repair houses and in Croup Manor the bug that NPCs cannot climb the stairs persists. My mod overwrites the navmesh of UFO4P with the original version (Fallout4.esp)? Link to comment Share on other sites More sharing options...
Arthmoor Posted April 20, 2020 Share Posted April 20, 2020 It's not necessary but in situations like that it's probably a good idea anyway. Otherwise it gets a lot more complicated because you'd need xEdit to be able to bring over the fixes you don't want to lose. Link to comment Share on other sites More sharing options...
neoanselmo Posted April 21, 2020 Author Share Posted April 21, 2020 Thanks Arthmoor for the quick reply. In that case can I load UFO4P later to keep its fixes? Are they added automatically or should I overwrite them with XEdit? Link to comment Share on other sites More sharing options...
VIitS Posted April 22, 2020 Share Posted April 22, 2020 You would have to manually copy over the changes, and if you made a change to a different part of the same record, you would have to manually copy only the relevant parts of the fix from UFO4P to your mod. So if you want to ensure those fixes are included by default you should load it as a masterfile. Link to comment Share on other sites More sharing options...
neoanselmo Posted April 22, 2020 Author Share Posted April 22, 2020 Thank you very much Vlits. I kneel at your feet. :D Link to comment Share on other sites More sharing options...
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