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Resource Help


JakeZor

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I'm currently trying to build my own Mead Hall, however, I am a complete noob to the CS and using resources hasn't been going so well for me. I posted a thread like this just the other day, but now I realize it's a much bigger problem than just that cell, and that I must be doing something wrong with the resource(s). I can use their files just fine in the CS. I open it up, put in the resources files, and everything is okay. However, whenever I load up the game, all the files from the resource vanish, and are also gone once I open up the CS again.

 

Just to be clear here, what I have been doing is opening the CS, loading oblivion.esm, the resource esp, and then the esp I'm making as the active file. I put in what I want from the resource, etc etc, save my esp, close the CS, then open Oblivion, make sure my esp and the resource are ticked, load the game to find what I added from the resource is not in the game world. And as I said, they're also missing when I load the esps in the CS.

 

Can someone tell me how I'm supposed to use resources, since I seem to be doing it wrong? :dry:

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as I probably said before ...

 

1.

Load Oblivion.esm and nothing else.

and the resource meshes in the suitable objects categories (e.g Static - here goes the interior&exterior , Doors - doors of course )

 

Now , create your interior and anything else you want.

 

Save the esp.

 

or

 

2.

 

Load Oblivion.esm and resource.esp

set resource.esp as active.

 

add anything you want .

save the esp (confirm replace)

go in your data folder and rename the resource esp.

 

:resource.esp backup recommended before the actions above.

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You will have to use what is called ESP Mastering. Wrye Bash would be the best tool for the job.

 

Basically, the construction set can't use another ESP as a master for your ESP, only ESMs. The game, however, does support using an ESP as a master.

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Sure but what if you want to distribute the mod afterwards. You can't give someone the modified resource plugin. That would cause a number of problems.

 

Also, when you try to use an ESP as a master without using ESP mastering, the CS doesn't save the mastered data at all. In this case, you will probably end up with a modified resource ESP with the same problem as JakeZor is having now. I could be wrong though. Still, I would rather use ESP mastering than modifying the resource ESP.

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For resources distributed with .esp file, I rather suggest this:

 

1. Open .esp file with CS, but do not activate it. If you already made your plugin, activate your plugin.

2. Duplicate all objects of resource plugin by adding some prefix(even simple 000- or aaa- will work) to Editor ID.

3. Save the plugin. Your plugin will have items from resource plugin with different EditorID, so you don't need to mastering resource plugin to use custom resources.

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Oh wow. Thanks, LFact. Being the lazy person I am, I tried your way first. Problem solved.

 

But if I give this to someone else, wouldn't it not work for them since they don't have the renamed objects?

Changing EditorID does not change textures or meshes(even file names, unless you changed them already). Modders use new or modified EditorID for custom resources to prevent ID conflict when player use several mods that use same resources.

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Oh wow. Thanks, LFact. Being the lazy person I am, I tried your way first. Problem solved.

 

But if I give this to someone else, wouldn't it not work for them since they don't have the renamed objects?

 

just make sure you included the meshes/textures you used from the resource and everything should be fine

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