ChalkLine Posted May 18, 2009 Share Posted May 18, 2009 I'm using Mr_Silka's absolutely superb Griffon Fortress resource for a mod I'm doing, but I'd prefer to use Mr Silka's object IDs for the static I'm using. Rather than laboriously start anew, I thought I'd use Griffon Fortress as a resource. So I fired up TES4Gecko and used the 'split mod' function, well and good. The program worked perfectly and I got a, .esm and .esp file from it. However, it also gave me the cells from Griffon Fortress in the .esm file. While I recommend the mod to anyone, having the cells from another mod part of your own mod is hardly good modding practice. I went into the CS, created a copy of the Grifon Fortress .esp and deleted the cells, but I got a 'corrupted file' warning when I checked it. It seems the reference lists don't match up. So here's my problem;I'd like to use TES4Gecko to make an .esm out of Griffon Fortress.esp without getting the cells. Is this possible? Link to comment Share on other sites More sharing options...
LFact Posted May 19, 2009 Share Posted May 19, 2009 When you split a plugin into esm/esp, it seems all custom contents go to .esm, while modified 'vanilla' contents go to .esp. If you want to move custom contents to .esp, you will need to edit them with tools like TES4Edit. Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 19, 2009 Share Posted May 19, 2009 Instead of the split option, you might want to use the display/copy option. Then copy the parts you want to use to clipboard (objects, and probably scripts), and then save clipboard as new. You may still get some errors when starting up initially since it will be trying to find the used locations for these, but after saving it should clear things up. However, your better option would be to just define the statics/activators from scratch instead of using the same forms that existed in the resource mod so that you don't create conflicts for anyone using both mods. You also end up learning more in the process of redefining and re-writing any scripts. Link to comment Share on other sites More sharing options...
ChalkLine Posted May 19, 2009 Author Share Posted May 19, 2009 Thanks guys, I'll definitely put all that into practice. The main reason I'm trying to use Mr Silka's object IDs is that as they're custom meshes, they go in a new and unique folder in the static objects tree. If I use my own object IDs and a user also uses Mr Silka's mods, he'll get duplicate references with differing IDs in the tree which just strikes me as messy. Link to comment Share on other sites More sharing options...
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