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ESM Issues


Rex1029

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Ok, I am working on a Mod. (house style, plus other things.)

I am deciding to make the base thing an ESM, and then do any expansions as ESP's for it, so I can keep things nice, and tidy.

 

My problem is, I have the ESP in a roughly finished state. (Still need minor details for some of the characters to be added, but the house itself is ready, and complete.)

 

I have tried to make this an ESM file, through TESVEdit, TESVSnip, And Wyre Bash.

 

Each time, I tried to make an ESM for it.

 

Each time, it seems to work, to a degree...

 

The problem is, however, whenever I do it, the NPC's I stop relating the scripted conversations I have provided them. They will talk if they are assigned as an innkeeper, or the like, but when I ask them for more info, that option isn't there at all.

 

 

When I have it as an ESP, it does seem to work with the scripted conversations.

 

I even had the ESM at top, and bottom of the order list to rule out conflicts.

 

...

 

 

So...

Does anyone know how to convert this over to an ESM, and have it KEEP the conversation possibilities? ... I am having quest stuff involved, and would hate to not have it work, after all the work I have done so far..

 

 

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  • 7 months later...

For the sake of completion... I have found the resolution.. since no one helped here. I figure I would leave the answer I found. (BIG Thanks to those who answered when I tried to probe such in private messages. :) )

 

Speech aspects.


1) Use TESVEdit... NOT TESVSnip.

2) Load the mod by itself.

3) When it's loaded...

.....Right click on the mod.

.....Go down to Options.

.....Go to Click the option "Generate SEQ file"

Master File

1) Use TESVEdit

2) Load the mod by itself.

3) Go to the "File Header" section under the mod.

4) Right click on "Record Flags"

5) Click on "Edit"

6) Click the "ESM" box.

7) Click to "ok" the changes.

8) Exit the program properly. It will ask you to resave the file. Click "Ok"

 

--

It turns out that TESVSnip does NOT work for this properly! I used it, and it failed each time. TESVEdit DOES work with this.

Thanks to Arthmoor for the info. :)

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Also your conversation lines folder has to be changed as well if you didn't already do it.

 

example of folder name:

 

MODNAME.esp

 

has to change to

 

MODNAME.esm

 

so if you change the file from an esp to esm you have to find all the related folders and change them as well. Also after the flag change in TESVEdit also change the extension of the esp itself to esm.

 

so your mod file will change from:

 

MODNAME.esp

 

to

 

MODNAME.esm

 

***make sure to change the extention and not the name. so don't do this:

 

MODNAME.esm.esp

 

it won't work properly this way. Hope this helps :)

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That only needs to change if the filename changes. Changing the flag in TES5Edit doesn't cause the filename to change.

 

That's why we didn't need to change filenames on any of the unofficial patches after their ESM conversions :P

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Yep, I knew that. I just wasn't sure if he wanted to change it to a full esm or a "false" esm so I posted the additional instructions to convert it completely. I could have misinterpreted which kind of conversion he wanted though.

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  • 1 year later...
  On 9/23/2014 at 2:00 AM, Rex1029 said:

For the sake of completion... I have found the resolution.. since no one helped here. I figure I would leave the answer I found. (BIG Thanks to those who answered when I tried to probe such in private messages. :smile: )

 

Speech aspects.

 

 

1) Use TESVEdit... NOT TESVSnip.

2) Load the mod by itself.

3) When it's loaded...

.....Right click on the mod.

.....Go down to Options.

.....Go to Click the option "Generate SEQ file"

Master File

1) Use TESVEdit

2) Load the mod by itself.

3) Go to the "File Header" section under the mod.

4) Right click on "Record Flags"

5) Click on "Edit"

6) Click the "ESM" box.

7) Click to "ok" the changes.

:cool: Exit the program properly. It will ask you to resave the file. Click "Ok"

 

--

 

It turns out that TESVSnip does NOT work for this properly! I used it, and it failed each time. TESVEdit DOES work with this.

 

Thanks to Arthmoor for the info. :smile:

 

Do you know what the SEQ file does in runtime? I always wondered what does this file accomplish

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  On 4/19/2016 at 1:51 AM, wellsantos said:

Do you know what the SEQ file does in runtime? I always wondered what does this file accomplish

It contanes FormIDs of quests with "start game enabled" flag, overwise they won't start with the game despite the name of the flag. One time bug in Skyrim because nor previous games, nor Fallout 4 require that file and flags work normally there.

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