PAPVAFS11 Posted June 11, 2019 Share Posted June 11, 2019 This is a pretty simple stupid question, but I've searched about a gorillion times and I've found nothing. Not even a thread asking the same question as mine. So, without any faffing around, how do I load an ESM as the active file in the Creation Kit, so that I can save changes made to it? Link to comment Share on other sites More sharing options...
Zorkaz Posted June 12, 2019 Share Posted June 12, 2019 You can't. Make it into an esp and load it up. After saving change the extension back to .esm. In F04Edit you need to load it up, check the header and mark it at .esm Link to comment Share on other sites More sharing options...
PAPVAFS11 Posted June 12, 2019 Author Share Posted June 12, 2019 That's what I've been doing. I was really hoping I could simplify it down to just loading the file. I remember New Vegas had that kind of functionality, but I think it was with a GECK extension mod. Guess I'll just have to get used to the hassle. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 12, 2019 Share Posted June 12, 2019 Just for info. Usually master files arent meant to be used like that. The work should be done in .esp and then merged into .esm using ck's built in Version Control mechanism. converting it to esp and then back using fo4edit is just a workaround Link to comment Share on other sites More sharing options...
Jupiner Posted August 6, 2021 Share Posted August 6, 2021 For any master files you'll have to double click the master you want instead of the usual "set as active file" as you would with an esp. That should check it and you can load its data into CK that way. Link to comment Share on other sites More sharing options...
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