manowar095 Posted August 23, 2022 Share Posted August 23, 2022 Hello, everyone. I am just getting started with modding Skyrim and not familiar with the process very well. So, initially I used SSEEdit to create a new mod with some simple changes. It is an ESP file and it has another ESP file (Let say it is called "Base.esp") added as master file for dependencies (I believe SSEEdit suggested doing so when I clicked "copy as override into" option). Now, I want to add a new Message Box and assign a new Papyrus script to that Message Box. As far as I understand these 2 operations (or at least the last one) cannot be done via SSEEdit, so I am trying to edit the mod in the CK now. However, whenever I try to make any changes to the mod via CK, it brakes master file dependencies for the mod (it removes the dependency of "Base.esp" and adds dependencies to some other default Skyrim .esm files (like Update.esm, HearthFire.esm, etc)) . Moreover, it sets new FormIDs for all the objects in the mod, so now the records in the mod dose not override the records from the "Base.esp", but instead add new records. What is more, for some reason CK and SSEEdit display different FormIDs for the same objects, like in CK an object with Editor ID "ConstructableObjectA" has FormID 040012DB while in SSEEdit the very same "ConstructableObjectA" object has FormID 150012DB. I tried loading only .esp file which is created by me, the file created by me and the "Base.esp", all the esp/esm/esl files that are present in my load order, but 2 first hex-bits in the FormID for "ConstructableObjectA" remain "04" in the CK. Why CK ignores load order rules and why it implicitly modifies Header records when I did not asked for it? Am I doing something wrong? Are the plugin files needs to be loaded in some specific way in CK, to not to brake the dependencies and keep the FormIDs intact? If, however, it is possible to add (and edit) dialogs/quests/scripts via SSEEdit (i.e. there're some SSEEdit scripts), please also let me know. So far, SSEEdit, looks much more better, faster and less buggy. FYI: For CK, I have the follow flags set in the CreationKit.ini file, so that it becomes possible to load multiple files and that it does not bombard me with tones of warnings. bAllowMultipleMasterLoads=1 bBlockMessageBoxes=1bFileLogging=1 I also have another question unrelated to this issue: How one can remove an object from the game, provided that the object is added by the "Base.esp", and you want to remove it in a new .esp file (i.e. "Derived.esp"). By remove I mean that after the game reads all the mods from the load older, the game will not know about that object was ever present. Thank you in advance for your advices and support. Link to comment Share on other sites More sharing options...
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