Deleted1497043User Posted November 12, 2009 Share Posted November 12, 2009 Lets just say im creating a large scale mod with heaps of people how do i compile all the files they submit to me into one esm/esp? Link to comment Share on other sites More sharing options...
jefe323 Posted November 12, 2009 Share Posted November 12, 2009 Lets just say im creating a large scale mod with heaps of people how do i compile all the files they submit to me into one esm/esp? i think TES4Gecko has a utility like that Link to comment Share on other sites More sharing options...
Deleted1497043User Posted November 12, 2009 Author Share Posted November 12, 2009 Thats a mad tool thanks man Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 12, 2009 Share Posted November 12, 2009 Lets just say im creating a large scale mod with heaps of people how do i compile all the files they submit to me into one esm/esp?For the most part, that depends on the content of the mod. If you're doing anything that changes key vanilla forms (hair, eyes, vanilla NPCs, vanilla scripts), or alters any vanilla terrain, you will have some severe errors as a result. If the place you're working on is entirely isolated from the world, alters only interior cells, or just adds resources, a .esm may still work. This is true regardless of your actual intended release format (.esp/.esm) since you or your team would still need to have it in .esm form to parent things. Also, keep in mind that any worldspace that contains trees, bushes, or VWD objects MUST be loaded in the 01 index or else the cells containing those objects will become bugged. If .esm is an option, basically, all you do is compile a base mod which will be used by you and your team in .esm form, and have them create a .esp for any work they do for the project (just like one would do for a mod based off Oblivion.esm) when they've completed their work, they send you the .esp. After you've cleaned the .esp of unwanted changes (there's always a few dozen) and checked it for content, you can then merge the .esp into the .esm after you've collected enough work to compile a new version of your mod*. You then distribute that new version, instruct the team to use that version, and repeat until you've gone crazy from trying to keep track of what changes what, or your team abandons you. If .esm isn't an option, you'll either need to have your team create isolated components (a fully cluttered cell with NPC, but not attached to any exterior) which you will then need to merge into your .esp and make the needed connections, or you will have to use a form of de-isolation to make the .esp behave like a .esm. *It is strongly suggested to keep a log of the order in which files are merged as well as backing up older versions incase you end up needing to rebuild a version due to conflicts, unwanted changes to vanilla forms, or corruption upon merging. A log can also be good for recording notes about any corrections you need to make to mods before merging, or reminding you of things which should be handled before the next update. Link to comment Share on other sites More sharing options...
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