Unable to reference global variables from another mod.

Post » Fri Jul 23, 2010 5:04 pm

I am creating a mod where conditions depend on someone elses mod, I've loaded both in geck with mine being the active mod

OtherMod
MyMod "Active"

I'm using a script that reads global variables the other mod is using, the problem I'm having is when both mods are opened in FNVEdit my mod shows an error referencing those globals , is there a way around this without editing the other mod?
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sat Jul 24, 2010 12:52 am

FNVEdit.
Add the other mod as a master file.
Or convert the other to an esm and follow the above steps, or add it as a master in GECK.

Geck dislikes mods which use esps for masters and removes such from the master list on save.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Fri Jul 23, 2010 6:50 pm

FNVEdit.
Add the other mod as a master file.
Or convert the other to an esm and follow the above steps, or add it as a master in GECK.

Geck dislikes mods which use esps for masters and removes such from the master list on save.

Oh that's not what I wanted to hear, the other mod does not work well as an esm which is why the author switched back to esp, basically that would mean my mod would not work for anyone using the other mod.

I really was hoping there would be a way to maintain compatability, thanks for attempting to help, much appreciated.
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Fri Jul 23, 2010 7:14 pm

Michele thanks!

I decided to try something out, I converveted the other mod to esm for the duration of the edit then converted it back to esp, it works!
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am


Return to Fallout: New Vegas