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Split ESP/False ESM, USKP + HF compatibility


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#1
FireFreak111

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Ok, I have here a complete documented conversion of Sands of Time to an ESP/false .ESM combo and a documented merge of USKP changes with Sands of Time changes, ones that were likely not included in 10.26 because of the requirement of the USKP as a master file. Also documented changes for Hearthfire compatibility.

Updated Download (USKP+HF+Seperates ESP/False ESM based on fresh 10.26):
https://mega.co.nz/#!pkF0VDob!tm9Y5wqf4CvbO4hcPR1KmWhp0KgtjUv6fM9eIDBdynI
Now even more USKP compliant, all lvlpredator entries are gone and refer to vanilla entries. Fully compatible with any mods that edit this, and the steve40 fix is obsolete now. USKP fix will work 100%.

Don't forgot to resort your mod load order/rebuild and wyre/asis things (Loot sorts it well, as long as you place SandsofTime.esp (new) at the bottom.

Note, I also added a SEQ file for Sands of Time in that file. Ensures any quests added/edited have their dialogue run properly, works with any post 10.26 Sands of Time ESP. Hearthfire edits can be removed according to the Hearthfire section here, then remove the master if you don’t want Hearthfire to be a dependency.


First of all, the ESP/ false .ESM split. At the root of the reasoning for this is due to the way Skyrim handles worldspace edits strangely with ESP files, with many strange glitches occurring. Its best to simply place them in a ESM file. I’ll explain the two main reasons why splitting a mod like this is a good idea.

- Upgradeable – even with a separated esp and a false .esm header, the mod is drop-in compatible with new saves I made with the 10.26 esp file.
- Compatibility – Enables mods and the mod authors of SoT to easily see which records could conflict with other mods and solve the conflicts. By having edited vanilla entries moved/done to the .esp file each update, it ensures developers remember not to edit too many vanilla forms.
- Stability – With the worldspace edits now in an ESM file and at the top of the mod load order, Skyrim can handle the many worldspace edits in this mod better, ensuring stability in more troublesome load orders that aren’t encumbered by script lag and are instead bogged down by endless mods editing Skyrims cells and placing npcs and items into the world. The method ensures existing saves works, by keeping all existing added (new) records to the game in the same old file, using the same ID’s and references. No armour disappearing, no scripts spazzing out.

I’ll list my process here, in case you want to verify it, do it yourself, check how it works, etc etc. I just wanted to show how you would go about it.

I recommend using the newest Tes5Edit here (better handling of more objects, and it’s faster with less memory leaks): http://s217773845.on...S5Edit_r1729.7z (from their official repository) thread is here: http://afkmods.iguan...0-wipz-tes5edit

- Backup your Sands of Time ESP, in case you make a bad edit or mistake of course

- Load Sands of Time into Tes5Edit.

- Once loaded, expand the file on the left and select the following record categories (and only these categories), as these are the only ones with Conflicts:

- Armor Addon
- Container
- Dialog Topic
- Explosion
- FormID List
- Location
- Leveled Item
- Leveled Spell
- Non-Player Character
- Outfit
- Quest
- Race
- Scene
- Spell


- Right Click on the entries and select “Deep copy as override into”

- Select new file, name the file once it pops up (whatever you deem appropriate, I choose SandsOfTime), and accept the new masters for the file.

- Once it finishes copying, go into the Magic Effects category in the original ESP file (SleepingDangers-SandsOfTime) and select the first four entries. Right Click and select “Copy as override into”, then select the new ESP file. (A copy of the entire category is not recommended)

- Due to bugginess in how Tes5Edit copies the Magic Effects entries, some manual copying will be required to ensure all data is copied into the new .ESP. Go to each the four vanilla (Yellow highlighted) magic effect entries edited by SoT. For each one, drag the “DATA – Data” tab of the Magic Effect Data section in each record twice. Ignore the error that pops up the first time. Then ensure all other portions (description and sound below the Data) are copied correctly, if they weren’t then drag the data over.

- Right click the new ESP, select Sort Masters.

- I recommend saving the file now and restarting Tes5Edit, to ensure maximum stability during this process. Make sure you load the new file as well (at the bottom of the mod list).

The legwork is in removing all the conflicting entries from the SleepingDangers-SandsOfTime.esp so they only preside in the new ESP. Remove all yellow highlighted records in the following categories by right click these entries (again, you can mass select records using shift and ctrl) and selecting “Remove”.
- Armor Addon (580 records)
- Container (8 records)
- Dialog Topic (2 Records, first two) don’t miss the Second Dialog Topic Entry, its sub-topic is Yellow as well.
- Explosion (1 record, strange edit)
- FormID List (27 records)
- Location (28 records)
- Leveled Item (10 Records)
- Leveled Spell (4 Records)
- Magic Effect (4 Records
- Non-Player Character (741 records)
- Outfit (1 Record)
- Quest (3 Records)
- Race (1 Record)
- Scene (1 Record, remove the entire category)
- Spell (1 Record, strange edit)


- Once complete, save and restart the program again, load these two files again.

- Now, right click either esp file and select Apply Filter for Cleaning.

- Remove ITM’s for the new ESP file. This file will now only contain the edited entries from Skyrim, and the old ESP file will have all new entries and worldspace edits. (consider doing the same for the old one, newest Tes5Edit can detect more ITM’s. 5 ITMs in the old file.)

- Final step, select the File Header category in the old ESP. Right click Record Flags, Edit, tick the ESM checkbox, save and close.

- I’ve done this process ~5 times, same results. I was able to load a save


The USKP side of this has many records that should be updated to reflect USKP changes and ensure compatibility. This will require the addition of the USKP as a master, but it will ensure the game runs correctly. Besides, no one should run Skyrim without the USKP anyway. You can see these with the Apply Filter for Conflict Losers with the USKP loaded.

- All Armor Addon data had some slot configurations that didn’t carry forward USKP changes, instead using default vanilla entries. (all Armor Addon modified vanilla data)
- Cells - Many edited burial urns with added SOT data now use the USKP burial urn activator as per USKP changes instead of the vanilla burial urn activator, which SOT doesn’t edit anyway.
- (SolitudeHalloftheDeadCatacombs urn cell edits). Also one strange urn that the USKP disabled and added an ID to (BendtUrnRef).
- Carried forth Papyrus data for the Coruier from USKP (USKP script data fixes on WICoruierDeliveries Dialog Topic)
- Location category edits from the USKP carried forth, namely an added keyword on DruadachRedoubtLocation and changed Parent Locations on WinterholdCollegeMiddenLocation and WinterholdCollegeLocation.
- Two Leveled Item remakes in the USKP carried forth, simply copied the reference of the added SoT item, dragged over the entirety of the USKP levelled list (replaced the vanilla one SoT used), then readded the entry from SOT. (with its two variables set to 1). (LItemSpellTomes50Spells and LItemSpellTomes75Spells)
- NPC edit conflicts. Two NPC’s had new sleep packages from the USKP brought over and texture lighting restored to default (MinetteVinius and Kayd) and one NPC with some edited Template Flags (MGArnielSummon)
- Worldspace edits – USKP moved four objects, in WaywardPassExterior, SilentMoonsCampExterior and MilitaryCampWinterholdSons. Needed the Position/Rotation data carried across.

Hearthfire also has many conflicts that should be resolved.
- Many NPCs edited in Hearthfire (children) had a Faction added to them, and often a Short Name. Some also had object bounds added. These need to be carried across either as a dependency (recommended) or separate ESP (consider it being a legendary edition if you bundle Hearthfire into it.) Also keeps the load order smaller, no extra ESP required, since the USKP patch .esp can be removed now with USKP changes included directly in Sands of Time. (Npcs are: Francois, Hroar, Runa, Samuel, Britte, Skuli, Braith, Eirid).
- If you add Hearthfires.esm as a dependency, don’t forget to sort the masters out on both files, also to ensure USKP is in the right order.


Wild Edits that should be resolved.
- Many NPC’s have their Texture Lighting data edited, for no reason. Simply dragging data over from Skyrim.esm (if it edits it) would be a good idea, for compatibilities sake. THIS WILL BE A TEDIOUS PROCESS, CONSIDER DOING IT LAST WHEN YOU HAVE TIME TO KILL. I could consider doing this once you’re done with the ESP for the next update.
- Fireball explosion impact has a strange edit. Its damage and flags are altered for seemingly no reason. Should consider removing this entry for the mod, keeping it slim and minimizing compatibility interferences.
- Skeever race record is included simply to modify its attacks for some reason, removing Crossbow. Seems completely unnecessary for this mod.
- DLC1VampiresGrip spell is also an unnecessary edit, altering its cooldown. Should consider removing it from the mod.

Edited by FireFreak111, 01 August 2014 - 12:18 AM.


#2
xplosive2014

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Will this work if i use requiem or skyre?



#3
refusedzero

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In response to post #17066619.

Yep, just use the respective patches. =)

#4
refusedzero

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In response to post #17064449.

You have peaked my fancy! I think this is a totally reasonable and good direction for SoT to move towards! I also think that even if SOT doesn't go ESM, that we should patch it to the USKP in entirety, making masters necessary when necessary.

#5
tonycubed2

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In response to post #17064449. #17068724 is also a reply to the same post.

Off the subject a little, did you remove the uskp lvlpredator entries? I need them gone. More questions coming.


#6
FireFreak111

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In response to post #17064449. #17068724, #17072624 are all replies on the same post.

I didn't know where to look for the lvlpredator entries :). If your talking to refusedzero, then ignore this.

#7
tonycubed2

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In response to post #17064449. #17068724, #17072624, #17075694 are all replies on the same post.

Was you. Bummer. We need to make sure they do not carry over. So next week I am adding a hundred edits to the main skyrim land. Won't that be hell to move to the fake esm?

#8
FireFreak111

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In response to post #17064449. #17068724, #17072624, #17075694, #17075819 are all replies on the same post.

Any Cell or Worldspace edits (placed objects, moved objects, etc) are all done in the false .esm. Only changes to vanilla NPC's, armours, levelled lists, etc etc go to the new ESP.

If its new records, or a worldspace/cell edit, it goes to the false.esm.

If its editing vanilla records, it goes to the ESP.

FishBiter apparently made a list of the records that need fixing. I cant find this list. I know what to do, just looking through the hundreds of NPC records takes a lot of time.

Edited by FireFreak111, 31 July 2014 - 11:04 PM.


#9
tonycubed2

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In response to post #17064449. #17068724, #17072624, #17075694, #17075819, #17076014 are all replies on the same post.

So just to suppose, if I build on your work, and place forms in the world, will they save to the false esm automatically? Or do imhavebtomreflag it and make the changes, save it, reflag it again?

#10
FireFreak111

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In response to post #17064449. #17068724, #17072624, #17075694, #17075819, #17076014, #17076489 are all replies on the same post.

Once flagged as an .esm is stays an ESM. Will save correctly, will work correctly. Work with that file as you did, but if you want to edit any vanilla stuff that isn't cell/worldspace edits (NPC's, armors, levelled lists, existing quests), then do them on the .esp file.

So yes, if you place forms in the world (placing objects is what I think you mean) then it will save to the false .esm perfectly, flag preserved and all.

I found the list, will do the edits now to make them USKP compliant. I can do this for the ones you've added. Advice however, you have several vanilla records identical to the USKP LvlPredator entries in the mod, these should be removed as they are the exact same. I will edit the ones you've added however to use the correct keywords.

Edited by FireFreak111, 31 July 2014 - 11:31 PM.





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