binaryme Posted July 24, 2009 Share Posted July 24, 2009 Basically, what I'd like to do is create some CM Partners based on custom races. I don't actually want to alter the custom races themselves though, as I want to use my own body textures etc. My plan would be to create a duplicate, then alter paths to body textures, etc., making the mod standalone from the original custom race mod. What's the best way to go about this? I've already created CM Partners based on basic races, so I'm familiar with all that. What I'm not so sure of is if I can somehow transfer custom race information into my own .esp, without having to have dependency on the custom race .esp. Even more basically, can some someone explain the whole .esp/.esm/dependency thing for me! :rolleyes: Hopefully, my question makes some sense. It's 5am and I desperately need sleep though... Link to comment Share on other sites More sharing options...
binaryme Posted July 24, 2009 Author Share Posted July 24, 2009 Okay, looks like I'm going to have to try and answer my own question. As far as I understand it, De-Isolation is my answer: http://cs.bethsoft.com/constwiki/index.php...lation_Tutorial The way I read it is that if I want to use a copy of a race, I'll need to use an .esm just for the CS to be able to use the information, regarless of whether I'm duplicating it or not? The mod then will HAVE to be dependent on the orignal race .esp? Could really use some help on this. I've written entire applications from scratch in C++ before, and it isn't as confusing as this :wallbash: Link to comment Share on other sites More sharing options...
Nexus Set Posted July 25, 2009 Share Posted July 25, 2009 I think you're in the right direction. What I understand about this is, is that in principle, mods(ESPs) can't be dependent on data from other mods(ESPs) and that the CS won't let you make one that is dependent on another ESP. ES[M]=MasterES[P]=Plug-in I say 'in principle' because the game actually lets you use ESP-ESP dependency.(Oddly, the game itself allows esp-mastering -- it's only TESCS that objects to it.) So what you want to do, if you want to use data from a custom race mod for your new mod, is to trick the CS.The tutorials in the link you posted presents many methods but I would recommend Esmify (bit-flip) Method (Wrye Bash) method as it is the simplest to use. Hope this helps. Link to comment Share on other sites More sharing options...
binaryme Posted July 25, 2009 Author Share Posted July 25, 2009 Thanks for the reply :) Having read the wiki guide, I came to the same conclusion and used the bit-flip method. I can create the partner now, but it's still seems a bit of a crude way of doing it, as my own mod lists the custom race mod as a dependency, yet if I disable the original race mod when playing, my own mod works fine. Link to comment Share on other sites More sharing options...
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