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Civilian/soldier leveled lists question

smogmonster512

Active Member
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199
I'm taking my first baby steps into modding, and I'd like to find a way to place armor/weapons from other mods into my civilian/soldiers leveled lists.

In FO4edit I saw the default outfit for civilians is Resident Tshirt w/ Visor, which doesn't make sense to me as civilians always have other outfits.

What leveled lists do they use for their clothes/armor/weapons, and is there a way for me to add items to it so they have more possibilities?

Thanks!
 

here's a conversation I've had with a fellow modder about using external assets in one's mod. hope it will help you :

Anonymised Mod author

Greetings, fellow faction pack author!



I hope you can help me out with a question I have, or maybe point me towards a sufficient tutorial.

See, I admire the way you implemented Niero's work into your mod for the Forsaken Vaulters. It really gives your custom faction a unique feel and look. I was trying to do the same for my mod, but never found out how to use assets (armor, weapons, etc.) from another person's mod in my own. I tried loading up both files in the CK, but for some reason the stuff i wanted to use doesn*t show up. Do you have any advice how to make it work? I am aware that I could have posted the same question on the forums, but thought since you made it work so well for your own mod which is also a faction pack I might as well ask you for advice. Hope I'm not annoying or anything.



Thanks,
Anonymised Mod author


tyeeozalee
Sent 14 November 2019 - 01:37 PM


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Hey,



I'm a little short on time but I'll try to give you the best answer I can. You cannot load two different files in the CK to work on both. First, you need to create a new file in the CK using whichever main .esm file you want to use (F4 and/or DLCs), you then have to create a merged file of the all the mods you intend to use in your future mod (= foreign assets mods + the new CK file you've just created) using a specialised tool called MatorMerge (Available in the Nexus under the Skyrim category - works on F4 too). This step is a huge pain in the ass and I'm afraid I've forgot how to exactly do this (back in March, it took me several days pulling my hair out in order to get a functional merge - but it's definitely doable - just check the right tutorials and carefully read the documentation coming with the tool - it's better to go slow and monitor every single step closely than fail multiple times going too fast). When making the merge, I advise you not to include the texture files of the mods you're using in order to force players to download the original mods on the original mod page of your associated mod authors (unless they give you the authorisation to do otherwise, but I sincerely think virtually no one would accept that, even for niche faction packs that don't get more than 5k downloads - you are more likely to get the approval of a mod author to use his assets by telling him players would still need to download the original mods in order to use your own plugin). Once you have the merge, you can open it in the CK and start working on your mod. Keep in mind that, if players have to download both your mod and the original ones, some assets will exist in pairs on their computers. Most of those pairs don't create any issues but you'll have to cleanse your mod of the ones that are problematic (for me, it was the special chem station built by Niero that would exist twice in files, one from his mods and one from my merge, and be offered twice in the fallout workshop ; I simply deleted the associated file on my mod to let only one remain).



==} Example for the MORG_ TheForsaken.esp (merge plugin I used as a base to create the faction pack)



MORG_ TheForsaken.esp Merged Plugin:
CROSS_Cybernetics.esp
CROSS_RugerMkV.esp
CROSS_BrotherhoodRecon.esp
CROSS_InstituteExpeditionarySuit.esp
CROSS_GoreCrits.esp
CROSS_MojaveManhunter.esp
CROSS_CoA.esp
CROSS_CryoLance.esp
CROSS_CourserStrigidae.esp
CROSS_Jetpack.esp
CROSS_Techmask.esp
MORG_TheForsaken.esp (different from the above merged file but with a very similar name, this is the first step file)



Using those Parent Masters:

Fallout4.esm

SimSettlements.esm

WorkshopFramework.esm



Good luck!
 
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