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Modding error, I'm guessing?


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When I make mods, I save them frequently (obviously). I seem to have a problem, that when I open up the creation kit again, and start editing the mod (after the CK [creation kit] has been closed) and then save it again, it doesn't override the previous mod save. I then have to create a whole new .esp file renamed something different.

 

Basically my question is:

How do you override an already existing .esp (or .bsa for that matter) while keeping previous changes.

 

I know this is probably a stupid question, but it gets annoying having 13 different .esp/.bsa files for the same mod, then having to remember which one is the correct mod file.

 

Thanks!

~Fishyies!

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  • 2 weeks later...

I hate to argue with you, but actually I do.

Here's my loading process

CK 1st time:

open skyrim.esp

make some changes

save as examplemod.esp

 

Skyrim 1st time:
Run

Changes are there

Save

Close

 

CK 2nd time:
open skyrim, and examplemod.esp

make some changes

close CK

 

Skyrim 2nd time:
Run

Changes aren't there, from the PREVIOUS examplemod.esp, and only the changes from the second time are there.

 

IF I DO IT THIS WAY, it works fine.

CK 1st time:
Open skyrim.esp

Make changes

save as examplemod.esp

 

Skyrim 1st time:
Run

Changes are there

Save

Close

 

CK 2nd time:
Open skyrim.esp, and examplemod.esp

Make changes

Save as examplemodTWO.esp

 

Skyrim 2nd time:
Run

Changes from BOTH files are there.

Save

Close

 

I may be not setting it as an active file, but I'm pretty sure I am. I hate to argue with you, because you probably have more EXP then me, but it just doesn't seem logical I wouldn't.

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Ditto to what Korodic said. An esp will merely be loaded into memory but will not be editable unless you explicitly click on something that says "Set as active file".
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