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esp2esm & +how to add an esp/esm as master to a esp?


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  • 2 months later...

I'm not sure how it is with Fallout 4 but with Skyrim there was no need to rename the esp, only the ESM flag was relevant to the game/ck.

 

Same with FO4 CK. The game doesn't seem to care whether it's header is tagged ESM or not. The CK doesn't store it as a master if the header doesn't have the ESM flag though. You can edit your personal local copies of mods to give it an ESM flag so you can edit in CK and use it as a master. Then when saving distribute the esp and others can use it without the ESM flagged plugin.

 

In FO4 even that doesn't seem to be strictly needed. At least when working with the FO4Edit, an ESP can depend on any other ESP that's loaded before it.

 

^^ yup. Can leave as esp, just making sure load order is correct.

 

Use with caution:

- Simply rename the .esp extention into .esm

- Load the renamed .esm into FO4edit, select File Header and set the Record Flags to ESM

 

The file can now be used as a master.

 

And that's how you set the ESM flag. Though as mentioned you don't need to rename the file. In fact you shouldn't if you plan to distribute your mod. Doing so would require your users to rename theirs as well which is just bad practice.

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