Combining multible esp files together

Post » Sat May 28, 2011 6:09 am

Yo!

I'm making a machinima with FO3 and I am trying to merge different items from different esp files together.

I'm currently using the following mods for my own esp file.
http://www.fallout3nexus.com/downloads/file.php?id=10881

http://www.fallout3nexus.com/downloads/file.php?id=7104

http://fallout3nexus.com/downloads/file.php?id=9380

What i'm trying to do is to merge those 3 esp files together with my own esp file.

In the geck everything looks like this

http://img31.imageshack.us/img31/8313/foto1tr.jpg

http://img35.imageshack.us/img35/9665/foto2vo.jpg

When try my out in game, it wont show any materiaal of the mod ingame. I even double checked in I put the mods in the correct loadorder.
When I go back in the GECK to check thigns out it looks like everything of the 3 esp files are reset.

http://img535.imageshack.us/img535/3373/foto3mb.jpg


Help would be appreciated.
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Jessica Colville
 
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Post » Sat May 28, 2011 5:07 am

You cannot make one mod dependant on another mod. You can only make dependancies on master files, not plugin files.

What I would do is load your mod up with 'one at a time' of the other mods. Create a new mask, hood or outfit into your 'active' mod. This will save a version in your mod with your NPC's. Save then load your mod with another of the mods that has objects you want and recreate the objects. The newly recreated objects will become items you can use in your mod to equip your NPC's.
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Betsy Humpledink
 
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Post » Sat May 28, 2011 7:17 pm

You cannot make one mod dependant on another mod. You can only make dependancies on master files, not plugin files.

What I would do is load your mod up with 'one at a time' of the other mods. Create a new mask, hood or outfit into your 'active' mod. This will save a version in your mod with your NPC's. Save then load your mod with another of the mods that has objects you want and recreate the objects. The newly recreated objects will become items you can use in your mod to equip your NPC's.


Thnx for the reply! It almost worked liek you said it would. The only thing that still isnt right is the armor. The surgicalmask is also red in the geck but luckely still acts normal ingame.

http://img812.imageshack.us/img812/2060/2differnences.jpg

As you can see i'm still missing half the armor. I copied everything form the mod but it somehow doesnt work.
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Kat Ives
 
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Joined: Tue Aug 28, 2007 2:11 pm

Post » Sat May 28, 2011 4:53 pm

If your armor had addons, you'll have to copy those as well and then re-attach them as they will have a new ID in your mod as opposed to the name used in the armor to identify the addon. I hope this is the problem. The same goes for enchantments or repair lists or any other objects that your copied object may use.
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sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Sat May 28, 2011 7:48 am

You cannot make one mod dependant on another mod. You can only make dependancies on master files, not plugin files.


To clarify, you can't do this with the GECK; however, you can in fact do this with FO3Edit. However, it's usually better to make the ESP into a proper ESM if you need to make something dependent on it.
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yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Sat May 28, 2011 10:17 am

To clarify, you can't do this with the GECK; however, you can in fact do this with FO3Edit. However, it's usually better to make the ESP into a proper ESM if you need to make something dependent on it.


thnx all,

I turned the esp in a esm with fo3edit. Never used it before but it's a great tool to use.
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Life long Observer
 
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