Jump to content

Making a patch/plug in


Recommended Posts

So I'm trying to make a mod to modify a spell added by the Ordinator - Perks of Skyrim mod and I just wanted to get clarification on the steps to do so.

 

As I understand it, I load the ordinator mod into the creation kit and convert it into a master file. I then make my changes, save my new mod, and then convert ordinator back to a regular .esp.

 

Is this correct?

Link to comment
Share on other sites

  • 2 weeks later...

Ok, so I went ahead and performed the following actions:

 

1: Used Wrye Bash to convert Ordinators Perks.esp into an. esm file.

2: Loaded that esm into the CK and made my desired changes.

3: Saved those changes as a new .esp.

 

Now when I look at the new esp in NMM it says it require Ordinators esm, but I heard that once you've made your changes you convert the esm back to an esp. So in my load order I should just have the ordinator esp and my new esp. Is this correct?

Edited by KiokothePirate
Link to comment
Share on other sites

Confused.... If you use Wrye Bash to "esmify" a plugin, it retains the ESP extension. Then when done with your edits, you "espify" it back. Your plugin would then require the ESP file. No idea where you got the ESM extension from.

 

Esmify and Espify are in the right click context menu. In other words, right click on a plugin and depending on its status you'll either have Espify or Esmify.

 

Workflow:

1. Esmify the intended parent ESP with Wrye Bash

2. Load the esmified ESP in the Creation Kit (do not mark it as active)

3. Make whatever edits

4. Save to create a new ESP plugin

5. Espfiy the plugin from step 1

6. Test all changes in game.

At no point in this process does the extension for the parent master get changed from ESP to ESM.

Link to comment
Share on other sites

Confused.... If you use Wrye Bash to "esmify" a plugin, it retains the ESP extension. Then when done with your edits, you "espify" it back. Your plugin would then require the ESP file. No idea where you got the ESM extension from.

 

Esmify and Espify are in the right click context menu. In other words, right click on a plugin and depending on its status you'll either have Espify or Esmify.

 

Workflow:

1. Esmify the intended parent ESP with Wrye Bash

2. Load the esmified ESP in the Creation Kit (do not mark it as active)

3. Make whatever edits

4. Save to create a new ESP plugin

5. Espfiy the plugin from step 1

6. Test all changes in game.

At no point in this process does the extension for the parent master get changed from ESP to ESM.

I used the "Copy to ESM" option in Wrye and when I look at the file it lists the file type as ESM. Does ESMify do things differently?

Link to comment
Share on other sites

Yes, Esmify only converts the internal bit that tells the CK it is a master file instead of a standard plugin. Espfiy reverts that bit.

 

It is the same thing as going into xEdit and opening the header section of the plugin and manually changing the field yourself.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...