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Loading 2 esp files in CS?


Broken_Code

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Hello,

 

Right, the idea was to make the mod I'm working on episodic, now that I'm done with episode 1, I want to make a start on (the much larger) episode 2 before I release episode 1.

Now, the problem is that I want episode 2 to 'build on' the episode 1 esp file. So, I load them both up (with the oblivion .esm file) and set the episode 2 file as the active file, all is good.

Until I try to save, then the CS crashes and says it needs to close (it dosen't save it either!). Anyone know how to do this properly?

 

Thanks,

Broken_Code

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The CS loves to crash. I have a very hard time merging mods or transferring bits from one mod to another. I think it depends on how big and complex the mods are. Small mods are easy to split and merge. Big mods on my machine can be impossible with a 100% failure rate. I think that scripts that refer to specific references might be one thing that makes the CS crash at this point. I think complex interrelated things are what keep me from merging mods.

 

So the inelegant solution I use is to make a copy of the old mod I am working with, and totally butcher it. I use the "ignore" mod-cleaning function in the CS to remove everything I don't want, which might be 95% of the mod. I then have a tiny mod which has a great chance of merging easily. If it still won't merge, then I build my new mod on top of the 5% I saved from the old mod. It is ugly, but it doesn't take as long as you would think, and I know it works.

 

You might research alternate software too. I think there are other programs which can do things like split and merge mods. (TES4 Gecko does not seem to be good at this operation.)

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