85200 Posted April 14 Share Posted April 14 I've faced this problem before, but now it's more painful. I want to create an add-on for one mod, but I can't. 1.Open the Creation kit, select the desired mod, and click OK 2.I make the necessary changes, save the add-on for the mod in a separate ESP. 3. I look at ESP, but it doesn't depend on the required mod. And when activating the add-on, going to the location with the changes made, there is nothing, the location has not changed in any way. And when you try to upload your ESP to the Creation kit, duplicates of worlds and interiors appear, with changes made to the original mod. There is a second auxiliary ESP in the mod, which depends on the main mod. If I just load it, make it active, and JUST SAVE it without any changes, the auxiliary mod will lose its dependence on the main mod. Does anyone know how to fix this? Link to comment Share on other sites More sharing options...
xkkmEl Posted April 14 Share Posted April 14 You need to make the mod a master. You can then make your mod in the CK. When done, remove the "master" bit from the original. If you need to fix things in your mod, put the master bit back on in the original BEFORE opening your mod in the CK. When done, remove the "master" bit from the original. Perhaps you can run your game with the original having the master bit on... that does not always work (because it messes the load order). If it works, it'll saving you some trouble... and avoid the catastrophe of forgetting to turn the master bit on before launching the CK. To turn the master bit off, use xEdit. To turn the master bit on, use Wrye Bash (xEdit messes it up). 1 Link to comment Share on other sites More sharing options...
85200 Posted April 14 Author Share Posted April 14 On 4/14/2025 at 8:29 PM, xkkmEl said: You need to make the mod a master. You can then make your mod in the CK. When done, remove the "master" bit from the original. If you need to fix things in your mod, put the master bit back on in the original BEFORE opening your mod in the CK. When done, remove the "master" bit from the original. Perhaps you can run your game with the original having the master bit on... that does not always work (because it messes the load order). If it works, it'll saving you some trouble... and avoid the catastrophe of forgetting to turn the master bit on before launching the CK. To turn the master bit off, use xEdit. To turn the master bit on, use Wrye Bash (xEdit messes it up). Expand Oh.. of course, thanks for the reply, maybe things will get off the ground. However, you've puzzled me a bit. What does it mean to make a mod a "master"? This is the first time I've encountered this. Is there a link to any guide? Or tell me in more detail, if that doesn't bother you. Anyway, thanks. Link to comment Share on other sites More sharing options...
xkkmEl Posted April 14 Share Posted April 14 I do hope you are using a mod manager. I use MO2. If you look at your plugin list, you'll see some called *.esm (masters) and others *.esp (plugins). To the game engine, the only difference is that masters will come first in the load order. Plugins come after. To the CK, masters are readonly; the CK will never modify them. Also, plugins may refer to records inside masters, but only masters. It'll let you think you can refer to records in other plugins, but then it refuses to store them to file, and writes None instead (silently). Note that the game engine does handle the case of plugins referring to other plugins. It's just the CK that won't. You can get the CK to cooperate, using the little dance I mentioned in my previous post (by lying to it). PS: The filenames are just convention. The real master/plugin difference is the "master" bit inside the file. You don't want to change the filenames, just flip the "master" bit inside. Use xEdit and Wrye Bash. 1 Link to comment Share on other sites More sharing options...
PeterMartyr Posted April 15 Share Posted April 15 https://tes5edit.github.io/docs/8-managing-mod-files.html#AddingMasterFilestoaPlugin EDIT https://tes5edit.github.io/ 1 Link to comment Share on other sites More sharing options...
scorrp10 Posted April 15 Share Posted April 15 I seriously don't get this "Must make mod a master" Thing. I use CKPE. If I check ANY esp file in the CK, without making it active, do stuff, and save a new esp, it will have the checked esp as its master - without having to set any ESM flags. Link to comment Share on other sites More sharing options...
PeterMartyr Posted April 15 Share Posted April 15 @scorrp10 LOL that a good reason to get CKPE ROFL but I seriously think before you got CKPE, you did get it, so do not lie)))))))) heheheheeheh hahahahaha Link to comment Share on other sites More sharing options...
85200 Posted April 15 Author Share Posted April 15 On 4/14/2025 at 11:45 PM, xkkmEl said: I do hope you are using a mod manager. I use MO2. If you look at your plugin list, you'll see some called *.esm (masters) and others *.esp (plugins). To the game engine, the only difference is that masters will come first in the load order. Plugins come after. To the CK, masters are readonly; the CK will never modify them. Also, plugins may refer to records inside masters, but only masters. It'll let you think you can refer to records in other plugins, but then it refuses to store them to file, and writes None instead (silently). Note that the game engine does handle the case of plugins referring to other plugins. It's just the CK that won't. You can get the CK to cooperate, using the little dance I mentioned in my previous post (by lying to it). PS: The filenames are just convention. The real master/plugin difference is the "master" bit inside the file. You don't want to change the filenames, just flip the "master" bit inside. Use xEdit and Wrye Bash. Expand Thanks, I'll try. Link to comment Share on other sites More sharing options...
85200 Posted April 15 Author Share Posted April 15 On 4/15/2025 at 4:42 AM, PeterMartyr said: https://tes5edit.github.io/docs/8-managing-mod-files.html#AddingMasterFilestoaPlugin EDIT https://tes5edit.github.io/ Expand Thanks for the material Link to comment Share on other sites More sharing options...
85200 Posted April 15 Author Share Posted April 15 On 4/14/2025 at 8:29 PM, xkkmEl said: You need to make the mod a master. You can then make your mod in the CK. When done, remove the "master" bit from the original. If you need to fix things in your mod, put the master bit back on in the original BEFORE opening your mod in the CK. When done, remove the "master" bit from the original. Perhaps you can run your game with the original having the master bit on... that does not always work (because it messes the load order). If it works, it'll saving you some trouble... and avoid the catastrophe of forgetting to turn the master bit on before launching the CK. To turn the master bit off, use xEdit. To turn the master bit on, use Wrye Bash (xEdit messes it up). Expand Thank you, this method helped me. Link to comment Share on other sites More sharing options...
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