Andrewupkins Posted April 22, 2021 Share Posted April 22, 2021 Hi, like the title say, I created an NPC at abernathy farm for example and I wanted him to wear vtaw outfit mod, so I load F04 and my mod as active as well as check the Vtaw esp plugin. And then create a new outfit dropping the vtaw armor in it and selecting for the NPC this new outfit, he wear it in the preview window but not in game he show up naked, I have also added the bAllowMultipleMasterLoads=1 ato the CK configuration text, so how do I proceed ? Link to comment Share on other sites More sharing options...
steve40 Posted April 22, 2021 Share Posted April 22, 2021 You need to edit the vtaw mod using xEdit and set the header flag as a master file (esm). Then load it up in CK and make your mod. Link to comment Share on other sites More sharing options...
Andrewupkins Posted April 22, 2021 Author Share Posted April 22, 2021 You need to edit the vtaw mod using xEdit and set the header flag as a master file (esm). Then load it up in CK and make your mod.Thanks for the reply, so in FO4 edit I see the file header in the Vtaw plugin does the set flag is in there or its an action by clicking on the file itself, sorry for don't understanding a thing but it's all new to me Link to comment Share on other sites More sharing options...
steve40 Posted April 22, 2021 Share Posted April 22, 2021 Click in header field in the right-hand window, and select ESM from the drop-list, like in the example below (click where I've circled in red): Link to comment Share on other sites More sharing options...
Andrewupkins Posted April 22, 2021 Author Share Posted April 22, 2021 Click in header field in the right-hand window, and select ESM from the drop-list, like in the example below (click where I've circled in red): Click in header field in the right-hand window, and select ESM from the drop-list, like in the example below (click where I've circled in red): Thanks ! Love your grab that pie mod by the way Link to comment Share on other sites More sharing options...
Andrewupkins Posted April 22, 2021 Author Share Posted April 22, 2021 (edited) edit: nevermind it was note the good notepad I can load multiple master now Edited April 22, 2021 by Andrewupkins Link to comment Share on other sites More sharing options...
Andrewupkins Posted April 22, 2021 Author Share Posted April 22, 2021 (edited) Click in header field in the right-hand window, and select ESM from the drop-list, like in the example below (click where I've circled in red): I have one very last question, I have transformed the DiamondCity expansion in an esm but by default it got a rule of being load after depravity which is an esp, it creat cycle rule conflict which now force me to transform depravity in an esm, I also have LOST VIG sorting patch wich require both of those esp, by transforming them in esm does the mods which originally require their esp not esm will still work ? And because making them esm put them on top of the load order can it make some mod which should be at the bottom malfunction ? I seem to conclude that it will be easier to modify the mod I want to edit directly but is there a way from the ck to do an alternative save of the same edited mod, because except from the fallout4esm it overwrite directly Edited April 22, 2021 by Andrewupkins Link to comment Share on other sites More sharing options...
steve40 Posted April 22, 2021 Share Posted April 22, 2021 After you've made your mod and saved it, you can set the other mods back to ESP (ie untick the ESM flags in xEdit). Then it won't mess up the load order. Link to comment Share on other sites More sharing options...
Andrewupkins Posted April 22, 2021 Author Share Posted April 22, 2021 Click in header field in the right-hand window, and select ESM from the drop-list, like in the example below (click where I've circled in red): I have one very last question, I have transformed the DiamondCity expansion in an esm but by default it got a rule of being load after depravity which is an esp, it creat cycle rule conflict which now force me to transform depravity in an esm, I also have LOST VIG sorting patch wich require both of those esp, by transforming them in esm does the mods which originally require their esp not esm will still work ? And because making them esm put them on top of the load order can it make some mod which should be at the bottom malfunction ? I seem to conclude that it will be easier to modify the mod I want to edit directly but is there a way from the ck to do an alternative save of the same edited mod, because except from the fallout4esm it overwrite directly Allright, thx for all your help Link to comment Share on other sites More sharing options...
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