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ESP to ESM Conversion Breaks my mod


ThatFalloutGuy2

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Hey everyone, I have been working on a mod that adds basic NPCs and scripts to a cell, I've recently decided to convert my esp to an ESM as to fix broken navmesh and scripts, I utilized xedits set header to ESM function and set mark-modified after that, but I keep having an issue with the ONAM Records not copying correctly, as each time I test play my mod, certain scripts will be goofed and will not function properly, I've searched everywhere for a solution, what do you guys think?

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My experience with an issue like this was using numbers in my IDs. (I think it was Reference IDs specifically.)

 

Also I've been using the geck extender for years, so I can't recall if the vanilla geck will let scripts that point to Non-Persistent refs save. If so, that's bad.

One of the key points between esps and esms is that esps automatically treat everything as persistent, so scripts that "worked" as an esp will stop doing so in an esm.

Edited by Radioactivelad
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so, reference ids with numbers aren't recognized as persistent refs when converted to ESM? I've had to build most of my mod on vanilla Geck as the Extended version caused dialogue issues, but you said, "the vanilla geck will let scripts that point to non-Persistent refs save.", so the Vanilla Geck will let faulty scripts save but will break in conversion due to improper ID formatting? Damn, that is unfortunate because I have used numbers in my Form IDS, quite a few of them actually, that would explain the partial triggering of references that don't contain a number in their Form ids, is there any way around this or am I going to have to restart the entire thing?

Edited by ThatFalloutGuy2
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