Static Mesh Problem

Post » Sat Jun 26, 2010 12:29 am

So why can't I use static meshes from another mod for my own mod? Even if both mods are loaded in the CS(my mod active) and both loaded in game. They show up in the CS, but not the game. Why is this? Do I have to make all new objects for my mod using the .nifs from the other mods objects?

Simpler: Loaded both mods->used static meshes from the non-active mod in the active mod->loaded both in game->does not show up in game.




I'm a little bit of a beginner btw.
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WYatt REed
 
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Post » Sat Jun 26, 2010 11:15 am

One .esp can not use items from another .esp - since the game does not always load the .esps in a certain order if it allowed this there would be times where the wrong .esp loaded first and that would cause the game to crash (since it was trying to use an item that was not created yet) - there are ways around it (ie. Mod deisolation - in which you convert the one mod to an .esm to create the 2nd ,esp and then switch it back tricking the game into allowing it and ensuring that the first .esp is loaded before the other (since the game loads .esms before .esps))

Or recreating the items for the second mod with a different ID so to the game it is a seperate item.
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Jack Moves
 
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Post » Sat Jun 26, 2010 12:19 am

Okay, thank you.

Although, I don't fully understand the first of your options, and I'm too lazy to make second IDs for tons of objects.


But thanks for the clarification, nonetheless.
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Milad Hajipour
 
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Post » Sat Jun 26, 2010 10:45 am

Okay, thank you.

Although, I don't fully understand the first of your options, and I'm too lazy to make second IDs for tons of objects.


But thanks for the clarification, nonetheless.

http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial is the best solution. If you don't want to use that and don't want to manually direct "tons of objects" to use the appropriate meshes and icons, there is another way to do it.

1. Load your .esp and the one that has the stuff you want in the CS. make sure your mod is the Active file.
2. Find the stuff you want from the other mod and change the EditorID (the name in the CS, not the name that appears in game).
3. You will be asked if you want to create a new form. Select "yes" and your mod will now have a version of that item with all the appropriate meshes and icons selected.
4. Repeat steps 1-3 for each item you want from the other mod.

Be warned that this method can cause problems if you intend to release your mod. I have never experienced problems with this method myself, but I've never released any mods I've done this with. Others have reported problems with this method.
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Allison C
 
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