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is it possible for xedit to turn an esp file into an esm?


steelfiredragon

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One can flag an ESP as an ESM in the header section of the plugin. The plugin will still retain the ESP extension but be treated as an ESM when loaded. Its load order position will change to reflect that the game and Creation Kit see it as an ESM.

 

To be precise:

Load the ESP plugin in xEdit

Select the File Header section

Edit the Record Flags entry (it may be empty)

A box pops up, select the ESM option

Save the plugin

 

Afterward creating your mod that relies on this plugin's records, you can uncheck the ESM option. So long as your mod loads after the parent plugin, the parent can load as an ESP with an ESP extension. It just needs to be flagged as an ESM when patching or making a dependent work.

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You can, but why? One mod can be a master to another without being an ESM. About only think it will change is that mod will now load real early - before any other .esps.

This is true. But if one does not use the Creation Kit fixes mod that allows an ESP to be used as a master file, the Creation Kit will still need to be tricked into thinking an ESP is an ESM. The OP did not state why they wanted to flip the flag, but this would be the most logical reason.

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