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In the Object Window, click the very top "Actor" and then in the search box type "FCOM_CustomFaction", then double click the result Rename the "Custom Faction Name" with whatever you like. In the Object Window, click the very top "Actor" and then in the search box type "FCOM_CR_FactionsList", then double click the result
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Check the "FCOM Custom Faction.esp" plugin, and click "Set as active file" Check all ESM files from the previous step Do this for all mods you want to use, then close and save plugins FCOM must be an esm as well. Click the file header for each mod, then double click the space next to "Record Flags" and check the ESM box Open FO4E using the shortcut you made and load the mods that you want to use in your plugins if they are NOT ESMs Using Other Mod Assets - Check permissions for mods that you want to use in your plugin, ESPECIALLY if it is for public release. Vanilla - If you are only using Vanilla files, you can skip this section. Add the following in the "Target" box after the text that is already there You have to edit the CreationKit.ini in order to load multiple master files. I will not be going over how to change faces/voices(extremely lengthy process) but I will explain how to change the reinforcement method.
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They will use BOS Faces, Voices, and reinforcement method. ***Custom Faction is set up using the BOS faction as a base. Not possible to do in FO4 edit with this template, as blank script properties do not show in in FO4edit. ***This guide focuses on using the CK as the primary edit method. ***I AM NOT RESPONSIBLE IF YOU BREAK SOMETHING***
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