phillipjohnmc Posted November 11, 2022 Share Posted November 11, 2022 i have a player home with a few issues. for example, followers can't get to the second floor because the top of the stairs isn't quite high enough for their feet to make it onto the top landing. so, i open ck and i set out to make a patch this. i make a separate .esp, as i don't want to edit the main file, and i nudge the staircase up a little bit. i save the changes, but the .esp patch ends up being completely blank. what am i doing wrong? Link to comment Share on other sites More sharing options...
Corinze Posted November 12, 2022 Share Posted November 12, 2022 So you loaded up a player home and DID NOT set it to active when you opened the file.You made changes and saved it with a new file name.You would then need to activate this new plugin.If you use Vortex you will see it under the Plugin tab. If you don't use a mod manager you need to save you file in the data folder(it will be down with the loose files). If you use MO2, I'm not sure but it should be the same as Vortex ( I think left side is your plugins) or Just select the mod, set to active, make the changes and save. This way it will be in game to test without any extra work. GL Link to comment Share on other sites More sharing options...
phillipjohnmc Posted November 12, 2022 Author Share Posted November 12, 2022 Yes I do all that. My aim is to make a fix, a separate .esp, and not change the actual player home mod. The new plugin goes into my mo2 overwrite folder which is correct. And I create a new mod and activate it. But the new .esp is literally blank. I loaded it in xedit to have a look, and it lists only a header subtab. One change I making: raising a set of stairs a bit so my followers can step onto the 2nd floor. So, you'd think there'd be a record in xedit pertaining to that change. There is not. I think what's happening is mo2 and ck aren't getting along well. I've heard they can be fussy when used together. I'll try it again and load the new .esp with it set to active and see if my changes will register then. Thanks for your help Link to comment Share on other sites More sharing options...
Dashyburn Posted November 12, 2022 Share Posted November 12, 2022 Load xedit, select none, then load the player home In the right panel next to Record Flags right click and select Edit, yes to the warning that appears tick the ESM box, exit Load the CK, the player home will now be a master, tick it but don't set as active, also tick your created ESP and set it as active Make changes, save your ESP Load the player home in xedit as before and untick the ESM box, exit and you should be right. Make sure your ESP loads after the player home ESP Link to comment Share on other sites More sharing options...
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