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Issues with creating an esm


gdarknight

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I'm trying to make a modular mod that has an esm containing the main quest and cells. The reason I want an esm, is so I can have different modules available for individual options and minimize file sizes for updates/expansions.

 

The esm affects a default interior cell in the game, and the floor/walls are missing when I play the game.

 

Do I need to make a copy of the default cell and re-link the doors to my copied cell, :wallbash: or is there a simpler solution.

 

P.S. I am using wrye to convert my esp to an esm.

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Generally, a .esm cannot contain anything from another .esm. If you absolutely have to make a change to a vanilla area in the CS, you will need to make a .esp to link them. Depending on what the changes you are making are, you may even be able to get away with just moving persistent references into that cell with scripting, rather than altering that cell. You would just need a means of re-updating that move every now and then to ensure that those items remain in existence.
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Generally, a .esm cannot contain anything from another .esm. If you absolutely have to make a change to a vanilla area in the CS, you will need to make a .esp to link them. Depending on what the changes you are making are, you may even be able to get away with just moving persistent references into that cell with scripting, rather than altering that cell. You would just need a means of re-updating that move every now and then to ensure that those items remain in existence.

 

Thanks for the quick response. I ended up finding an answer on the Wrye Bash website. It turns out that's what the "Esmify" command is for. It allows you to use an esp as a master file for another esp when in the CS...which is what I need. :thumbsup:

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