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Help using outside mods


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I'm trying to make a mod using pre-existing mods in my own, several weapons primarily with two armor mods, for personal use.

Every time I hit save, even a hundred times, if I load the save back up, everything's skewered. I'm specifically messing with level lists. Once I've done my edits, suddenly everything I did is @#$%ed, either its gone, or replaced with something else, to be exact on that point, I made a level list for just a bunch of handguns, and one of my mods simply added a generic version of the deliverer pistol, and in the place of all the other guns (all were modded in this case) there was just duplicates000 or some crap like that IDR.

Is there any way at all to be done with this wee issue?

Do I need to make a copy or something, for example?

Edited by DeathknightDNOfficial
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Are your earlier mods esm files? If not, how are you populating the lists?

 

You can reference a non-esp non-esm mod's assets in the CK, but unless the source mod is an esm, the reference won't be resolved correctly when the load order changes. Or you can get around that by softloading the references you want to use and adding them to the lists with a script.

 

[edit]

 

"Non-esm", not "non-esp" :whistling:

Edited by DocClox
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Basically, use Game.GetFormFromFile to get the form safely from the esp file, then add it into the formlist. Repeat for each form you want to add. You can save a lot of trouble if the source mod has a quest or similar with a property array and then you just need to get the quest form and then iterate over the list.

 

You'll probably want a quest in the destination mod so you can load up the forms in the OnInit method. I;m not sure if you need to do that each time the game loads or just the once. I'd try it just using OnInit myself and see what happens.

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Well I couldn't figure how to do what you suggested, but I found a work around with just converting the desired mods into temporary masters (i mean the kind where its actually an esp/esl despite being marked as a master) then just replacing them with copies of their original selves.

But now I have a new question if you don't mind / can help me here. I want this one NPC to use armor from one of the mods (though I have this issue with vanilla armors as well) but when applying modifications they don't show up..... How do I make this work?

Now because I'm a complete idiot, I have to explain with text.

I have a keyword to make the armor heavy, and one to give it a paintjob. They're wearing the armor but its just the standard version.

How in the name of every deity that has ever been thought up by man, do I get this to work? Its classic combat armor mod, and the paint is minutemen if you need that information to help me.

If you're unable to help that's fine I just wanted to check.

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