malabar Posted March 5, 2012 Share Posted March 5, 2012 What must I do to convert an esp file to esm? Is there some tool or utility that I need? If so, where do Iget them. THANKS Link to comment Share on other sites More sharing options...
aarons6 Posted March 5, 2012 Share Posted March 5, 2012 (edited) what i do is fire up tesvsnip click on the tes4 line, check the top box (esm), then save it as esm. not sure that is the correct way or not. but it works for npcs and getting the color right. Edited March 5, 2012 by aarons6 Link to comment Share on other sites More sharing options...
luthienanarion Posted March 5, 2012 Share Posted March 5, 2012 The only difference between an ESM and an ESP is the file header and the extension, so using TESVSnip is indeed the correct method. Link to comment Share on other sites More sharing options...
malabar Posted March 5, 2012 Author Share Posted March 5, 2012 That didn't work. when I clicked the make ESM, I got a message about no tes4 record. Link to comment Share on other sites More sharing options...
ALittleBird Posted March 5, 2012 Share Posted March 5, 2012 Maybe a stupid question here, but why do you want to convert esp's to esm's? Link to comment Share on other sites More sharing options...
aarons6 Posted March 5, 2012 Share Posted March 5, 2012 you dont use the menu make esm.you click on the tes4 on the left and a menu opens up and check esm then save it as an esm. Link to comment Share on other sites More sharing options...
scrivener07 Posted March 5, 2012 Share Posted March 5, 2012 Wrye Smash lets you right click an esp and choose 'copy to esm'. In older versions I think it was called esmify pronounced esm-ify Link to comment Share on other sites More sharing options...
David Brasher Posted March 6, 2012 Share Posted March 6, 2012 Wrye Smash is a good tool to use. Performing the bit flip to .esmify and .espify is a procedure you need to be able to do when making one .esp use another .esp as a master. This is useful for making compatibility patches, using content from one mod in another, (like armors and hairs and things,) or generating facegen data. Having a permanent .esm is good if you want to more easily have other mods use those resources. It is much easier to have an .esp mastered to an .esm than an .esp mastered to an .esp. So if that part of the file is just a resource, then an .esm may be the best way to go. (Paired with one or more .esps usually.) I am also hearing disturbing tales about the NavMesh design flaw and the face coloration design flaw that require workarounds utilizing .esm files. So if you built a dungeon mod, or possibly even a mod with NPCs, you might end up needing an .esm to go with your .esp. Link to comment Share on other sites More sharing options...
Ghogiel Posted March 6, 2012 Share Posted March 6, 2012 you dont use the menu make esm.you click on the tes4 on the left and a menu opens up and check esm then save it as an esm.because there are several types of mods that require master files, not just nav mesh. custom creatures or races might need to use esms, at least in past games there are issues with esps. Link to comment Share on other sites More sharing options...
reaper9111 Posted March 7, 2012 Share Posted March 7, 2012 So what i understand of all this it that the only tools advailable to esmify an esp. are WryeBash and TESVSnip, Correct ?No other tools are advailable ? At least at the present day ? Reaper Link to comment Share on other sites More sharing options...
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