Arziel Posted January 2, 2021 Share Posted January 2, 2021 Hello! So I have a spell with magic effects that I want to be conditional on a global variable. So if the variable is over ten, the magic effect has magnitude, x, if under ten magnitude y, or whatever.The global variable I want to use is defined and incremented by a different mod. When I set the global as parameter in the ck, I get the "failed to get owner quest for unowned conditions" error. I've had this before with other conditions and ignored it, everything works anyway, so am including here for completeness. I save the esp, load it back up, and the parameter of the condition has changed to 'invalid'... I can't seem to figure out how to make it stick. Can anyone give me suggestions? Thanks all! Link to comment Share on other sites More sharing options...
Deleted3897072User Posted January 2, 2021 Share Posted January 2, 2021 Mods can't see sideways into other mods, they can only see upwards into their masters. The mod that defines the global needs to be a master of the mod that wants to read it. Link to comment Share on other sites More sharing options...
Arziel Posted January 3, 2021 Author Share Posted January 3, 2021 (edited) Fair enough, thank you. Is there a way to make one mod recognise another one as a master without converting it to an esm? May have found a solution Edited January 3, 2021 by Arziel Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 3, 2021 Share Posted January 3, 2021 If you are using Skyrim Special Edition you can use SSE Creation Kit Fixes. One of the things it resolves is the inability to use ESP files as parent masters in the CK.If you are not using SSE, then the linked information is what you need. The TL;DR of that is:Load Wrye BashSelect plugin you wish to use records from, right click and choose "esmify"Exit Wrye BashLoad Creation Kit, load both your plugin and the newly "esmified" plugin with yours as activeMake your changes, save and exitLoad Wrye BashSelect the previously "esmified" plugin, right click and choose "espify"Exit Wrye BashLoad your mod manager, fix load order as needed, test in-game NOTE: Whenever you load your plugin in the CK, make sure that any parent ESP files are "esmified" before hand or any changes associated with will get messed up or lost. Link to comment Share on other sites More sharing options...
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