Problem with using hair and clothing mods in my mod

Post » Thu May 03, 2012 6:07 pm

The problem is that when I use hair or clothing mods in the geck they work fine, but if I reload my mod in the geck or try it in game all of the new models disappear

NOTE: My mod is in a new worldspace


Any help will be appreciated
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Thu May 03, 2012 8:30 pm

Do you mean that, in the GECK, you loaded both the clothing/hair mods and your own mod simultaneously, and attempted to use items created by the other mods inside your own? I'm pretty sure that won't work unless those other mods are .ESMs, and you link your own .ESP to them.
Otherwise, I believe you would have to simply recreate those items inside your own mod.
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Thu May 03, 2012 4:54 pm

You either have to make your .esp dependent on all of the .esp's that the hair and clothing items are located in (should be easily doable with fnvedit or whatever the name for that tool is) or (the harder way) recreate all of your items in your own mod.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Thu May 03, 2012 10:24 pm

Kodiak888 suggestions are OK if you create only ONE mod but it makes it impossible to use in further .esp you'll make.
There is a third way : Copy all the needed clothes, hairs, races and resources you need in an independent mod and convert it to an .esm so it is done once and for all, and you can use it for all your future mods.

NB : Put only the shared resources in the .esm.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am


Return to Fallout: New Vegas