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Adding my part to some mods


vraiment

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Hello Nexus new face here, I want to do some changes to some mods, but in my own .esp files so in case of nuclear fallout (*ba dum psss*) in my pc I only backup my files and download the mods from the internet.

 

First, I installed Real World Drinks Alcohol Addon and Inventory Sorters which is pretty handy. The problem is that real world drinks doesn't adds the "ALCH: " prefix to the drinks and they end up unsorted, so I open GECK, load those two .esp, modify all the real world drinks adding the prefix and save it in a new .esp file. But when I open it back in GECK I see something like "bacardi151" (the original item) and "bacardi151DUPLICATE000" (the item with the prefix) instead of the original item with the prefix.

 

How did the guy from Inventory Sorters (pintocat) made his mod to edit the original items without getting a whole bunch of duplicates?

 

Another question is, I installed also Armour Repair Kits and Misc Items - Use as Weapons, so I modified the recipe of the Armour Repair Kit to use the Hammer (weapon) instead of the Hammer (misc item) in a separated .esp file, but when I see the recipe in the Workbench the game crashes and if I re-open the .esp file in GECK and check the references a "ITEMNOTFOUND" appears in the recipe.

 

Finally, I have installed a big bunch of mods and have a lot of folders and files in my \Data dir, is a way to compress the textures, meshes, etc. In a single file like the DLCs (I believe the result would be a .bsa file)? is it worth it? I believe that maybe it could be a performance hit for example uncompressing the NMCs Texture Pack or it would be harder to identify clash between mods.

 

Thanks

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Sorry for the double post, but I found the solution to my first issue and I want to share it.

 

It seems that if you modify an item from an .esp file A and save the modification in another .esp file B, you must first mark A as a master file using FNVEdit, and allow GECK to load more than one master data file, then load A in GECK make the changes and save them in B, finally maybe GECK will remove the master dependency from B, so you have to add it using FNVEdit.

 

Hope it helps some one.

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