Valykry Posted March 29, 2023 Posted March 29, 2023 (edited) I'm in the process of making a patch to make ModA and ModB play nicely. ModA performs actions on an NPC and allows these actions based on if the NPC in question is a member of a Race stored in a FormList. ModB is a race replacer. I assume you see why they don't play nicely. I am able to directly alter ModA by adding the new race to ModA's race list. Everything works perfectly, both mods now play nicely together. But as neither of the two mods are mine, and I'm patching this with the idea of releasing it in mind, I'd rather build a separate patch to do the same thing. I open CK, load both mods as usual, but this time don't select an active file, so save creates a new file. I am able to add new race to the FormList and save, but it doesn't work. Vortex seems to think the patch adds nothing and is redundant. For testing, I also used the patch to change a nearby NPC's equipment (specifically an NPC added by ModA to wear a piece of equipment from ModB), so I can tell at a glance if the patch itself is loaded. In this case, vortex doesn't call it redundant, but despite the edited FormList, the two mods still don't play nice. Is there a different way I need to go about this? All I need to do for this patch to function is add the race from ModB into the FormList in ModA. Easy to do directly editing ModA, but apparently doing so indirectly isn't so simple. Load order isn't the issue, as I've ensured the patch loads last. I've also tried creating a new FormList, renaming it to be easy to find, checking the "use info" of the original list, and changing everything that used the original list to use the new list. No effect. Edited April 1, 2023 by Valykry
Indarello Posted April 1, 2023 Posted April 1, 2023 On 3/30/2023 at 2:23 AM, Valykry said: I'm in the process of making a patch to make ModA and ModB play nicely. ModA performs actions on an NPC and allows these actions based on if the NPC in question is a member of a Race stored in a FormList. ModB is a race replacer. I assume you see why they don't play nicely. I am able to directly alter ModA by adding the new race to ModA's race list. Everything works perfectly, both mods now play nicely together. But as neither of the two mods are mine, and I'm patching this with the idea of releasing it in mind, I'd rather build a separate patch to do the same thing. I open CK, load both mods as usual, but this time don't select an active file, so save creates a new file. I am able to add new race to the FormList and save, but it doesn't work. Vortex seems to think the patch adds nothing and is redundant. For testing, I also used the patch to change a nearby NPC's equipment (specifically an NPC added by ModA to wear a piece of equipment from ModB), so I can tell at a glance if the patch itself is loaded. In this case, vortex doesn't call it redundant, but despite the edited FormList, the two mods still don't play nice. Is there a different way I need to go about this? All I need to do for this patch to function is add the race from ModB into the FormList in ModA. Easy to do directly editing ModA, but apparently doing so indirectly isn't so simple. Load order isn't the issue, as I've ensured the patch loads last. I've also tried creating a new FormList, renaming it to be easy to find, checking the "use info" of the original list, and changing everything that used the original list to use the new list. No effect. https://www.nexusmods.com/fallout4/mods/51165 I think you can try use this, it will allow to have .esp as master for another plugin
Valykry Posted April 1, 2023 Author Posted April 1, 2023 Forgot I posted here as well. That was indeed where they directed me, and it was what I needed. Gonna go ahead and mark this as solved, but maybe it'll help someone else googling for just this.
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