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xwhiteninjax

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Everything posted by xwhiteninjax

  1. I agree - I am wrong in some points and apologize... MO is very new for me (4 days) and I had to do a lot of installs for having a working skyrim ... within the several installations I got for the same Mods different loading orders... and mostly for mods like rcrn where the author is proclaiming a special loading order (for example at the very bottom). So I was a little frustrated to arrange several mods manually having unknown mistakes during install (maybe my faults)... the locking order was a workaround for me... I did not read the whole features of MO because getting a working game was the main target... So my comment was wrong in tune and concept - I promise I will learn the tool MO better... for contributing ... I will try to gather some sorting-lists ( I change mostly every week the mods just for fun) and if there is need for working-mod-lists I will sent them ... Again I am very grateful that a project like S.T.E.P exist and honor the work... it was not my intention to start a flame war...
  2. sorry if I am a little slow in understanding, being of age for myself... My understandig is, that there are several layers for editing... first .esm (world- or modewide) and .esp (meaning... one esp can't edit another inside CK but is able to overwrite features during loadorder inside the game - similiar to the virtual tree inside MO ) Edits inside an old or new mod won't be permanent even you are loading other .esp at the same time inside CK - only changes from .esm So I was looking for a solution to create new or change old .esp permanantly with items, spells and so on from others - don't want do create realy new things... simply gathering... for example creating new outfits with mixing lustmord, blacksacrament, sottetta... or creating new races with combiniing features from others... and that I couldn't do in editiing only one .esp... but giving the one .esp new masterfiles (like I did with my working solution) I had only to change or create one .esp.... and the changes are mode-wide for all others
  3. Loot as external tool and inside LOOT have their own sorting order - mostly they just change the loadorder "out of fun"... meaning, if there is a working load order for your install you cant trust LOOT anymore if there are ini's to overwrite (racecompatibilty and better vampire, for example). In every sorting process it will be changed even if you don't install any mods. but there is a "working solution"... just lock the loadingorder when you have found "your working loadorder" for the special mods... then you have only to look for the new ones, if there is a confict between your imagination what skyrim has to do and what is realy going on *sorry for my bad english - not my native language...
  4. new to MO and trying to learn... first - the game is running from another drive (e:\), MO has a seperate directory within "modding-tools" and playing, viewing is all good - FNIS, creation kit (after putting the missing ID in)... all seems to be perfectly installed - even RCRN with ENB 0.264 is running between 40 - and 300 FPS... All following programs were activated within MO Now I tried to change some mods within CK... simply want to put a playerchest with different amor/weapons, some modified spells/-books into it.. 1) looked into TessVEdit for being sure, all mods are loading well 2) changed masterfiles in TessVEdit (adding amormods to "start another life") 3) looked with Wrye Bash if the changes were made (they were) 4) CK loading window showed the changed masterfiles, too 5) building the chest, putting it into "abandonned prison" - saving 6) looked into overview and moved the (changed?) "anotherlive.esp" to the original directory 7) started the game.... found the chest... but only items from skyrim.esm, dragonborn.esm or dawnguard.esm were in it missing the armor from other mods (new masterfiles) now I checked the file in CK again ... only the old masterfiles... Maybe I tried the wrong way, messing up with the "virtual scheming style" of MO... need a hint how to do it or similiar task with CK Thanks for reading WhiteNinja P.S: Found a "working" solution - not sure if it is the right way changed the wanted (armor)-mods into "esm" within Wrye Bash (copy to .esm) activated the new .esm inside the pluginlist of MO opened CK and did the wanted changes inside "start another life.esp" - saving back to Wrye Bash, changing the new masterfile.esm of the "anotherlife.esp" back to the original mod.esp going into "overwrite" and got the new "anotherlife.esp" drawing it into the mod-directory deactivated the "false.esm's" inside plugin-list from MO (and deleting them afterwards) starting the new game I found the chest and all items from several other armor-mods (for example lustmord, blackscrament ... and some other) inside the chest not elegant - but working - so far... open for suggestions and other solutions
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