Jured Posted September 9, 2009 Share Posted September 9, 2009 How many Master Files should a mod have? Link to comment Share on other sites More sharing options...
octavius243 Posted September 9, 2009 Share Posted September 9, 2009 One, if you want it to work. Link to comment Share on other sites More sharing options...
mimada Posted September 9, 2009 Share Posted September 9, 2009 Actually, you can have as many as you need so long as you don't duplicate records. For example, say you create a custom race companion or NPC. You can have the custom race mod as a master and if you want to pre-equip the companion or NPC with modded armor, you can make a master file for the armor. You just have to be careful about masters containing alterations to cells or worldspaces. Link to comment Share on other sites More sharing options...
jefe323 Posted September 9, 2009 Share Posted September 9, 2009 How many Master Files should a mod have? if your mod is not dependent on any other mod, then you should only have one (oblivion.esm). If your mod is dependent on another mod(s), then you will have more. Link to comment Share on other sites More sharing options...
artisoftworks Posted September 9, 2009 Share Posted September 9, 2009 How many Master Files should a mod have? I´d say, if you want to do a small mod (only one Quest) you dont really need an .esm - File. But if you wanna do a mod with a few chapters, and you dont release all chapters at the same time, it would be better to work with esm-Files, because an esp can not refer to another esp - only another esm. Link to comment Share on other sites More sharing options...
Recommended Posts