Is there any way of checking if a certain quest is completed from another mod per chance?
To my knowledge, there are three options:
- You make the second mod dependent on the first mod. As noted above this is a little annoying, but fully possible. Better yet, it does not require you to distribute an edit version of the original mod.
- Modify the original mod to modify something in Fallout3.esm upon completion. The second mod can investigate if this has been done. However, this is a very ugly hack, and very error prone, as another mod could be either editing the item or dependent on the items initial configuration.
- Add a common master for the two mods, where the original mod writes completion and the new mod reads it. This requires distributing an edited version of the original mod.
Can I copy worldspaces from one .esp into another and not have it be reliant on having to have the origin .esp active?
I think you can do that in FO3Edit (linked in my previous post). But you *seriously* should consider option 1. above.
Unless the original esp is in active development, you can simply make a copy, convert it to an esm and build your second esp on top of the esm. If your original mod is called
original_mod.esp, you make a copy and convert the copy to
original_mod.esm and build your new mod
new_mod.esp using
original_mod.esm as a master. During development you have
original_mod.esm and
new_mod.esp active in your load order, but deactivate
original_mod.esp.
When
new_mod.esp is done, you change the name of the master of
new_mod.esp from
original_mod.esm to
original_mod.esp. After that, you deactivate
original_mod.esm and activate
original_mod.esp, and you are ready to go!
Note that the game engine has no problem with using esps as a master - only GECK has that problem.