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Creation Kit removing masters set by Tes5Edit


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Posted

Hiya!

While adding some custom NPCs into my game I've experiencing an issue with Creation Kit that I'd like some help with. I'm using some new Head Parts and so I added the related esp files as masters for my NPC esp. However CK seems to remove those master esp files when I save the NPC esp using that program.

 

Is there any way around this?

 

I am using Creation Kit for two things:

  • Placing the NPCs in the world and orienting them (which I think would be quite difficult in Tes5Edit, if not impossible?)
  • Exporting the FaceGen data so I can fix the head discoloration

 

So, as I see it a solution could be either of:

  • Finding a way to keep the esp as masters even while editing the file in CK
  • Finding another method to place the NPCs and exporting the FaceGen data

 

But if you have any other recommendations I am all ears

Thank you for your time :)

Posted
1 hour ago, hurtifrej said:

However CK seems to remove those master esp files when I save the NPC esp using that program.

CK will remove all master files which aren't actually flagged as esm. So the workaround here is to temporarily flag the mod youre depending on as master file and THEN make and save your own mod.

Don't rename the file to esm, just use TESVedit to set/remove master flags.

Posted
31 minutes ago, Pamatronic said:

CK will remove all master files which aren't actually flagged as esm. So the workaround here is to temporarily flag the mod youre depending on as master file and THEN make and save your own mod.

Don't rename the file to esm, just use TESVedit to set/remove master flags.


Ah yes! That worked perfectly, thank you very much! :)

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