steelfiredragon Posted April 15, 2023 Share Posted April 15, 2023 and if so how do I do it?wanna turn clockwork's esp into one for my own use. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 15, 2023 Share Posted April 15, 2023 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 xEditSelect the File Header sectionEdit the Record Flags entry (it may be empty)A box pops up, select the ESM optionSave 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. Link to comment Share on other sites More sharing options...
scorrp10 Posted April 16, 2023 Share Posted April 16, 2023 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. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 16, 2023 Share Posted April 16, 2023 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. Link to comment Share on other sites More sharing options...
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