How to use resources from other mods?

Post » Thu Jun 21, 2012 11:20 pm

I have a mod made by someone else which adds armor items to the game. I'm trying to have my mod add and equip these items at some point if this other mod is installed. I don't really want to copy the resources from the other mod into mine, I only want it to happen if the player happens to have this other mod active.

I've tried loading up both mods in the CK, with mine active and creating an armour property which points to the armour from the mod, but this doesn't seem to work. Nothing happens in game. Is it because the CK has stored the armour reference as 02xxxxxx, but has a different value in game due to load order? Is this the correct way to be trying to do this? I can't find any tutorials or guides which explain how to interact with other mods or esp's.
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Thu Jun 21, 2012 9:20 pm

I'm trying to have my mod add and equip these items at some point if this other mod is installed. I don't really want to copy the resources from the other mod into mine, I only want it to happen if the player happens to have this other mod active.

Look into the new http://www.creationkit.com/GetFormFromFile_-_Game added by the 1.6 update, it's perfect for these "only do something if another mod is installed" situations.
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Thu Jun 21, 2012 7:00 pm

Is there a compiled list of functions added by 1.6? I'd like to know exactly what was added. Thanks.
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Thu Jun 21, 2012 4:15 pm

Is there a compiled list of functions added by 1.6? I'd like to know exactly what was added. Thanks.

Not a formal list, as far as I know...maybe we should add it as a new category to the wiki--so in addition to "Papyrus" there would be "Papyrus Added by 1.6" or something like that? My wiki knowledge is minimal, so I'm not sure how an addition like this would be best implemented.

But right now you can just view the http://www.creationkit.com/Special:Contributions/JLundin, the Bethesda programmer who added all the new stuff to the wiki last week.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Fri Jun 22, 2012 12:54 am

Look into the new http://www.creationkit.com/GetFormFromFile_-_Game added by the 1.6 update, it's perfect for these "only do something if another mod is installed" situations.

Thanks this looks like what I was looking for. I really hope there is never any immortal killer bee DLC.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am


Return to V - Skyrim