The Nexus Forums: Trying to make new companions Using RR Companions Vault and geck - The Nexus Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Trying to make new companions Using RR Companions Vault and geck

#1 User is offline   jriv420 

  • Stranger
  • Pip
  • Group: Members
  • Posts: 5
  • Joined: 25-October 09

Posted 15 November 2009 - 09:20 PM

Is there anyway I can make a custom companion using custom clothes,hair, and the types 3 body??I place the companions in vault 1, and whenever i enter the game crashes, and says fallout has stopped working. If I don't have any custom items on them they will work,If They just have the custom clothes they will be naked. and If they dont have custom anything they will work.
0

#2 User is offline   Skotte 

  • Mod Freekie
  • PipPipPipPip
  • Group: Members
  • Posts: 1,291
  • Joined: 12-May 05

Posted 15 November 2009 - 10:59 PM

You can have have custom stuff (weapons, gear & hair) you just need to make them native to the companion mod or accessible to it. the reason for your problem is that ESP files normally can't reference each other in-game.

Weapons & gear:

Save the items as a new ID with the companion mod active then add new items to the NPC's inventory.

Hair:

If the Hair mod is an ESM file just make it a master to the companion mod.

hope that helps & Welcome to the Nexus.
0

#3 User is offline   jriv420 

  • Stranger
  • Pip
  • Group: Members
  • Posts: 5
  • Joined: 25-October 09

Posted 15 November 2009 - 11:35 PM

Thanks Ill give that a try...Just wondering how to make a mod master to another and what about the type 3 body races?? that seems to be causing the most problems...
0

#4 User is offline   Skotte 

  • Mod Freekie
  • PipPipPipPip
  • Group: Members
  • Posts: 1,291
  • Joined: 12-May 05

Posted 16 November 2009 - 01:00 AM

mastering:

when you make make a mod "Active" in the GECK checkmark the box for the ESM you want as master for the mod, when you save it, itshould have a new master.

TYpe 3 body:
as a replacer, that should work if it's installed correctly for the default races

hope that helps
0

#5 User is offline   jriv420 

  • Stranger
  • Pip
  • Group: Members
  • Posts: 5
  • Joined: 25-October 09

Posted 16 November 2009 - 03:43 AM

I can't make the Hair pack Master to the companion mod. Everytime i load the companion .esp with the Hair .esm it says "Multiple Master files selected for load. Load Operation aborted. I think because everytime I load my companion .esp it has to open the rr companion vault .esm
0

#6 User is offline   Skotte 

  • Mod Freekie
  • PipPipPipPip
  • Group: Members
  • Posts: 1,291
  • Joined: 12-May 05

Posted 16 November 2009 - 04:18 AM

View Postjriv420, on Nov 15 2009, 09:43 PM, said:

I can't make the Hair pack Master to the companion mod. Everytime i load the companion .esp with the Hair .esm it says "Multiple Master files selected for load. Load Operation aborted. I think because everytime I load my companion .esp it has to open the rr companion vault .esm

then you will need to edit your "GECKCustom.ini"notepad works fine if you don't usually mess with .ini files file (just search your C drive), look for the line "bAllowMultipleMasterLoads" & change the "0" to "1" then it should work.
0

#7 User is offline   jriv420 

  • Stranger
  • Pip
  • Group: Members
  • Posts: 5
  • Joined: 25-October 09

Posted 18 November 2009 - 12:04 PM

I still cant get the hair or eyes to work. I made the Hairpack.esm a master to the companion mod. whenever I try to play my custom companion just ends up using the default hair and eyes...
0

#8 User is offline   Skotte 

  • Mod Freekie
  • PipPipPipPip
  • Group: Members
  • Posts: 1,291
  • Joined: 12-May 05

Posted 18 November 2009 - 05:53 PM

View Postjriv420, on Nov 18 2009, 06:04 AM, said:

I still cant get the hair or eyes to work. I made the Hairpack.esm a master to the companion mod. whenever I try to play my custom companion just ends up using the default hair and eyes...

Yeah, I've ran into a bit of that wackiness on occasion myself, something you can try is loading your modlist in >FO3Edit< & see if you can change it there.

Here's a good manual if you need it >Web-enized by csb<

If that fails you may need to re-do your mod from scratch & pray to the computer gods more :ermm:
0

#9 User is offline   jriv420 

  • Stranger
  • Pip
  • Group: Members
  • Posts: 5
  • Joined: 25-October 09

Posted 19 November 2009 - 07:20 PM

do my mods have to be in a specific order in fomm?
0

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users


Skin by Skinbox
Quality & cheap IPB skins, premade vBulletin styles, cheap Web templates and more! - Skinbox