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NPC mod creation and USSEP changes


bamani71

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Hello,

I am working on a minimal NPC update mod that changes some appearances and removes the opposite gender animations from several NPCs.  I'm trying to make sure that I include any bug fixes that the patch has, but it looks like there are some items that are specific to the patch itself. These include a custom script for Gormlaith Golden Hilt, sandbox packages for the housecarls, and a special weapon for Vigilant Carcette.  Would it be a signficant issue to leave these items out or should I set the patch as a master and copy the records over?

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The best bet would be to set the patch as a master to what you're doing and go from there. Make sure the CK has the USSEP BSA file included in the list of files it loads when you do because those will be important for any script properties to be maintained.

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