Making an optional add on to a mod

Post » Tue Mar 15, 2011 2:09 am

I have a mod (A Suite at the Novac) and I would like to add an optional add on. All it does is add a script to a door. I have made a seperate .esp that just atatches the script to the door but when I load the 2 mods the script doesn't work. The script exists in the base mod but is not atatched to anything. In the add on I have simply added the script to the door. I know the script works as it was once part of the original mod but I would like it to be optional. I placed the optional mod after the base mod but it didn't work.

Do I have to set the original mod as the master and if so, how do I do that?

Also, if that is so will I have to make the base mod a .esm?
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His Bella
 
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Post » Tue Mar 15, 2011 2:51 am

You can't use content from a plugin in another plugin. You'll have to make it a master using NVEdit.
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Lizs
 
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Post » Tue Mar 15, 2011 12:48 am

You can make an in-game switch (in whatever form) to turn the functionality on/off
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Kerri Lee
 
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Post » Mon Mar 14, 2011 5:22 pm

You can make an in-game switch (in whatever form) to turn the functionality on/off

Yeah, it was a case of me repeatedly screwing it up and I'm sure folks were losing faith in my ability to fix it so I just took it out. It's not REAL important and there is another mod available that works (close enough) so it's not really needed as the 2 mods are compatible. I wanted to offer it as an add on so folks can kind of ease into it before I permanently put it back in. I did finally fix it but I seriously don't expect anyone to believe me. I just kept making stupid sloppy mistakes.
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Lakyn Ellery
 
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