Jump to content

Export cell for editing


tomm434

Recommended Posts

Hello. I have a esm file and I want to export one cell for another person to edit and then merge the cell back to esm when he is done.

 

But I have problem - I have a lot of packages and these packages use markers in this cell.

When I edit the esp with the cell and try to merge it back,all script packages lose markers. Instead of markers there are "(none)in(nonce)"

 

When I copy "aacave" with its temporary and persistent references to new esp, I leave original Cell in the master file so packages don't lose markerks.

 

So, I finished edited "aacaveDUBLICATE000" cell(Dublicate000 is added when I open esp at GECK and it realizes that there are 2 aacave cells and adds "DUBLICATE000" to the cell name and every reference there is).

 

Now I want to merge it. In FNVEdit I delete "aacave" cell and copy override "aacavedublicate000cell" and manually delete "Dublicate000" from the cell name and the name of every reference. And packages still lose markerks. I though that I could "deceive" GECK by adding cell and reference with the same name.

 

Can anyone help me? What should I do? I definately need to split file into 2 so I can work on the mod while another person is editing the cell.

 

Link to comment
Share on other sites

give them the .esm and have them create a new .esp using your .esm as a master. Once there done updating the cell in a .esp that requires your .esm as a master. you can then use FNVplugin Utility to merge the update into the version of he master your also working on.

Link to comment
Share on other sites

Are you sure that FNVpluign will merge everything right?

I tried merging dialogues in it and when there were 2 identical records, that program only could add them to file by changing the name of the transferred records but not by simply replacing them with each other.

Link to comment
Share on other sites

I use it all the time when working on NVInteriors. Dialogue and scripts can be an issue if you don't know the changes in a mod but it works well for simple cell merges and updates. you see your not adding a new cell named aacave when you use your .esm as a master the game looks at it as a mod that edits that cell (If you get my drift) Example would be if I edit the lucky 38 the game sees my .esp as an override to the original L38 cell not a new L38 cell.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...