scrivener07 Posted October 7, 2009 Share Posted October 7, 2009 Is it ok to rename mod files .esp's, .omod, .esm ? Sometimes its hard to remember exactly what a mod does without going and extracting the original .zip to get a readme. If not is there a program to tag mod files with custom descriptions besides actually opening it in TESConstructionSet and making one. Link to comment Share on other sites More sharing options...
paladicprince Posted October 7, 2009 Share Posted October 7, 2009 I've renamed mods before without an issue... As long as you don't rename the different individual files it comes with. I think the only exception to this are certain mods that come with an esm and an esp, they depend on each other being named a certain way I think. Link to comment Share on other sites More sharing options...
scrivener07 Posted October 7, 2009 Author Share Posted October 7, 2009 Thanks. I thought so but wanted to ask before getting into a whole world of trouble. :biggrin: Link to comment Share on other sites More sharing options...
grmblf Posted October 7, 2009 Share Posted October 7, 2009 hummm.... I'm not 100% sure of this but I think it's ok to rename mods that doesn't add new objects or textures (mods that work only with Edit ID) but it is NOT when the mod does add such content as it may prevent the game from finding the right path to that meshes and textures. I'd better try to keep my Data folder clean and write a small list of mods I'm using with a short description if necessary. Please correct me if I'm wrong. Link to comment Share on other sites More sharing options...
David Brasher Posted October 7, 2009 Share Posted October 7, 2009 If you rename a mod, you could lose the path to your voiceless dialog files files you added with TES4 Gecko, but that is no big deal because you can generate new ones. Link to comment Share on other sites More sharing options...
grmblf Posted October 7, 2009 Share Posted October 7, 2009 ohh, that's good to know :P Link to comment Share on other sites More sharing options...
LHammonds Posted October 7, 2009 Share Posted October 7, 2009 There are MANY things to consider if you want to rename a .esp plugin, .esm master file or a .omod The easiest of all are .omod files. They can be renamed to anything you want and it won't matter one little bit. At most, if you had "MyMod.omod" already installed which has all the files inside of it extracted to the "Data" folder and then rename the .omod, the next time you open OBMM, you might see that the plugin is associated to "unknown" meaning it cannot find the original .omod that extracted it or suggests that it was installed manually. You can avoid this by deactivating (uninstalling the mod) the omod before renaming it. Or right-click on the new omod which will likely be black rather than blue and choose "Clean" to remove any installed files that the mod contains and then re-activate it. .esp plugins are a bit different in many scenarios. Common to all of them is a dependency in your savegame. If you had "MyMod10.esp" active when you last saved which gave you a cool set of armor stats, then renaming that .esp plugin to "MyMod.esp" the next time you load your savegame, it will not know that "MyMod.esp" and "MyMod10.esp" were the exact same file. Instead it will fail to keep any quests or items that the plugin made available and will simply act like it was uninstalled and load the "new" plugin as if it were a new mod altogether. If the mod had voice files, you need to see if the Sound folder has a subfolder that matches the plugins name. Example: Sound\MyMod.esp\*.wav If you change the plugin name, you might also want to change the voice folder name to match the new name. I am not 100% sure if this would work though but this is the only name-dependent sub-folder that I know about. If the .esp plugin has other files such as meshes and textures, you can still rename the plugin without messing it up. Just don't rename any of the meshes (nif) or textures (dds) because the plugin has direct path references to each file. To rename mesh or texture folders, you'd also have to use the Construction Set to fix each and every occurrence that used those files (which I can assure you would be a major pain even if it were your own very familiar mod) .esm master files are almost always accompanied by a .esp plugin. If you rename a .esm, the plugin may no longer be able to find it. You might however be able to rename the plugin and the plugin may still be able to find the .esm master if you did not rename it as well. BSA and ESP files are a bit different in this relationship though. As long as the BSA and ESP files are named the same, there won't be a problem between them (other than what I've already said about renaming .esp files) If you rename a ESP file but not the BSA, you will have to create an entry in the oblivion.ini file that tells the ESP file where to find the BSA (if I recall correctly) but this can be a major pain and from my experience...problematic. Well, that's my brain dump of the day. I feel 10 pounds lighter....**scampers off to weight machine** LHammonds Link to comment Share on other sites More sharing options...
scrivener07 Posted October 7, 2009 Author Share Posted October 7, 2009 Thanks very much everyone. Ill probably just maintain a .txt somewhere to avoid issues. great replys :thanks: Link to comment Share on other sites More sharing options...
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