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How DO You Make ESM's


malabar

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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 by aarons6
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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.

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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.

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