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Turn a .esp into a .esm master file.


phoenixfang

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Alright, I'm more or less a noob to modding, and I went trhough and made my own randomised forms for ammo to be used with vendors, except, unless its a .esm master file, in order to use thse forms I painstakeinly created, I'd have to save them again on the new mod, how do I convert a .esp into a .esm?
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Delete that.

 

 

 

Use Calibr, it's the future of our mods.

 

 

usually stuff like this we have a comunity project that covers it

 

so we can all use the same things to make things that require them

 

rather than have 10,000 things that all require 10,000 other things in order to work

 

 

 

 

Besides the obvious fact that changing the lists will conflict with just about every great mod out there.

 

 

 

 

 

But if you insist you know

 

 

 

.esm is concidered the dirty version of a mod or at least the way to ride dirty

 

 

Plug in's just work better and are more clean

 

 

 

 

You can however create a psudo .esm from a .esp by using FO3edit's master update

 

the real reason to use master update though is to avoid crashes even further than the later patches avoid them.

 

 

While it doesn't turn the plug ins (.esp) into actual .esm's as far as GECK an the game it makes them look like .esm's

 

not just one but all, and even some are their own .esm .esp, something like that.

 

 

I works great, best thing out there if you ask me

 

also it has a built in master restore so there is no risk

 

 

What's your load order?

 

 

Depending on which patch you wanted 1.5 1.6. or 1.7

 

which they are pretty much the same thing as far as bug fixes

 

 

 

What you do to patch to 1.5 or 1.6 is turn your auto log in to games for windows live off

 

otherwise when you patch to 1.5 the end will load fallout 3 an log into windows live which will patch to 1.7

 

You also have to put fallout 3 an games for windows live as a exception for the firewall so it doesn't get blocked

 

uncheck it to block it again after you patch though

 

 

 

If you got a Japan game then you'll need a Japan Patch... Just a thought. No idea about that stuff.

 

 

 

1.5 1.6 1.7 who cares it's the same thing

 

So long as it's 1.5 or later you're good

 

 

Master update it though with FO3edit

 

What you do is find the FO3edit.exe, right click it and create a short cut

right click the short cut, click properties, see the target line

You want to add -masterupdate, but there is a space after the " "

so it looks something like "C:/bethesdasoftpoop\fallout3\FO3edit.exe" -masterupdate

 

From now on this is your master update shortcut, which you should put in a folder

named master update, on the desktop, inside the master update folder

you also put a folder named master restore, inside that master restore folder

you go back to the FO3edit.exe and create another short cut, which you place

in the master restore folder, right click the short cut, click properties,

Add -masterrestore to the target line.

 

 

You put them in folders so you don't mix them up with your FO3edit

it's a different program, and you don't wana click one when you wanted the other.

 

 

So after you got a almost 100% correct load order, double click the master update

shortcut, it will run an display tons of text, any errors will be displayed as well

and the program will halt at a error.

 

If you get an error, there are a couple of choices,

1. ask the mod that caused the error to fix it

2. Open the mod that caused the error with GECK an set it to active

Then hope the GECK prompts to auto fix it.

 

Run master update again, if it still causes a error then delete the mod uninstall it

Run the master update again until it finishes without error

 

At which point clicking the X to close the window finalizes the process

 

From there you have to run master update again each time you change the load order

or add in new mods. Also look into FO3edit's read me.

 

To remove the master update all you do is run the masterrestore shortcut you made

 

 

So you see there is no risk

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Alright, but that sounds like a big, big pain in the butt, but it sounds like it'd work. Just a few things.

 

1. I don't even have F03edit, I use the geck, so I'm looking for something that will work with the geck files in some way.

2. Let me explain my mod a little more. It's a modders resource really. and it has stuff for Calibr as I use 20th century weapons mod. What did, it went in and made a bunch of forms, like those you see for loot or in merchants that cause random numbers to spawn. In the geck they come up as little green boxes with ?'s in them as their icon. These are strictly to be used with new merchants created in a new mod, this came about from me downloading a mod and the merchant in it sould all ammo, chems, and such forth in numbers of 99, always 99, so I went in and gave it random lists. I just want to be able to use this mod in the future with out haveing to go through a bg hassel in order to do it.

 

SO if anyone knows an easy way to do it with straight up geck files, that would be much apreciated, cause I see many other mods, the 20th century weapons for example that are a .esm, appear so in geck and in FOMM. Or a way to start off, making a .esm in the geck, please let me know. And thanks Mechine.

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What a nightmare, If I did something like that I would be on pins an needles all week.

 

 

There's always that testing phase to look forward too.

 

 

Let's see...

 

 

Let's visit the GECK main page

 

http://geck.bethsoft.com/index.php/Category:Data_Files

 

 

Master files and plugins are largely identical in format, but have some important distinctions in practice. The main practical difference is that GECK will not create master files. Nor will it allow plugin files to modify other plugin files.

 

In order to create new .esms, you can use FOMM or FO3Edit to convert an .esp to an .esm.

 

 

Link for the GECK home page to add to favorites

http://geck.bethsoft.com/index.php/Main_Page

 

 

 

 

 

So I would look in the FO3edit read me and discription, also the FOMM one, and see how they make .esm

 

 

 

 

You know I'm just a noob noob, but if I had a mod that had stuff from calibr in it

I'd make it a plug in, you know a add on to calibr, rather than a .esm.

 

I don't know though, I guess if it crashes tons, maybe make it a .esp plug in version

 

ALSO DON'T FORGET TO COPY THE ORIGINAL, AND PLACE IT ASIDE SOMEWHERE SAVE

BEFORE YOU START POKING THE FILE WITH A STICK AN DOING A SWIRL MOTION

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Thanks again, and its already tested, the vendor now has a compleely randomised inetory, at least in the count of ammo and such forth, works just fine, just need to make the forms into an esm to be used with other mods in the futrue, and I found the option in FOMM as that is my loader. Thanks for the help and good natured answers.
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