ZippyDSMlee Posted July 5, 2014 Share Posted July 5, 2014 Okay so I am working on a mod that gives you choices, so I have 4 tiers of damage radius files for dawngaurd steel bolt, they simply modify an explosion. What I need is to make 3 tiers of enchantment damage and have them change the enchantment damage done in the radius of the explosion. The trouble is the enchantment it links to is like weapon fire enchantment 2,3 or 4 (working on the explosive blots in dawngaurd). So if I just make a esp with changes to them all the other weapons that use that enchantment will have the new damage type. If I selected the ESPs in the CK making them temp masters will it be good enough to fool the game to use the new enchantment damages regardless of the file above it? So I add steelboltfiredamagezippy enchantment and have it do 20 same as default to my radius damage esp then save it , make it not active but check it then load it up and change it to do 40 points of damage then save it as a new esp file if it’s in the load order it should use it right? Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 5, 2014 Share Posted July 5, 2014 No. You need to use Wrye bash to esmify the plugin you want as a master (right click in Wrye bash), load it up in the CK with Wrye bash still open, make your changes with the esmified plugin as your mod's master, save your plugin, right click the esmified plugin in Wrye Bash and select espify. That's how you fool the Creation Kit into thinking you have a master. Note: You'll need to make sure the entry "bAllowMultipleEditors" is equal to 1 in SkyrimEditor.ini. (Or it might be SkyrimEditorPrefs.ini, I don't quite remember.) Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 5, 2014 Share Posted July 5, 2014 It is not bAllowMultipleEditors. It is bAllowMultipleMasterLoads.It is SkyrimEditor.ini or SkyrimEditorCustom.ini whichever you prefer to use. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 5, 2014 Author Share Posted July 5, 2014 On 7/5/2014 at 9:59 PM, Matthiaswagg said: No. You need to use Wrye bash to esmify the plugin you want as a master (right click in Wrye bash), load it up in the CK with Wrye bash still open, make your changes with the esmified plugin as your mod's master, save your plugin, right click the esmified plugin in Wrye Bash and select espify. That's how you fool the Creation Kit into thinking you have a master. Note: You'll need to make sure the entry "bAllowMultipleEditors" is equal to 1 in SkyrimEditor.ini. (Or it might be SkyrimEditorPrefs.ini, I don't quite remember.) Already can load multiple masters without a problem, so I should not use tesnip to make a esm? lulz Wouldn't I have to update the new esp file to refrance the esp file as a master? On 7/5/2014 at 10:02 PM, IsharaMeradin said: It is not bAllowMultipleEditors. It is bAllowMultipleMasterLoads.It is SkyrimEditor.ini or SkyrimEditorCustom.ini whichever you prefer to use. Thank you! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 5, 2014 Share Posted July 5, 2014 You do not want to convert the first mod into a ESM. You only want to temporarily toggle it so that the CK thinks it is a ESM but still with the ESP extension. TES5Edit and Wrye Bash can both do this safely. I am unsure of the instructions with TES5Edit however. Quote The trouble is the enchantment it links to is like weapon fire enchantment 2,3 or 4 (working on the explosive blots in dawngaurd). So if I just make a esp with changes to them all the other weapons that use that enchantment will have the new damage type.What other weapons use the same enchantments? I'm pretty certain that the DG bolts have their own specific enchantments. That no other weapon in DG or the base game uses those. You probably could simply edit the enchantments inside each of your radius changing plugins. You would not need to mess with separate plugins for the enchantments then. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 6, 2014 Author Share Posted July 6, 2014 On 7/5/2014 at 11:35 PM, IsharaMeradin said: You do not want to convert the first mod into a ESM. You only want to temporarily toggle it so that the CK thinks it is a ESM but still with the ESP extension. TES5Edit and Wrye Bash can both do this safely. I am unsure of the instructions with TES5Edit however. Quote The trouble is the enchantment it links to is like weapon fire enchantment 2,3 or 4 (working on the explosive blots in dawngaurd). So if I just make a esp with changes to them all the other weapons that use that enchantment will have the new damage type.What other weapons use the same enchantments? I'm pretty certain that the DG bolts have their own specific enchantments. That no other weapon in DG or the base game uses those. You probably could simply edit the enchantments inside each of your radius changing plugins. You would not need to mess with separate plugins for the enchantments then.Thats what I thought but its only for the projectile and explosion they use EnchWeaponFireDamage02(36 users) for steel bolts and EnchWeaponFireDamage03(54 users) for dwarven bolts. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 6, 2014 Share Posted July 6, 2014 Okay. I see what you are saying. I hadn't delved through the bolts that deep before. They do call upon stock enchantments. At best you want to minimize the number of plugins the user has to install. Multiple stuff leads to confusion and confusion leads to users with problems and that leads to headaches or laughs :P So if you already have:plugin 1 with W radiusplugin 2 with X radiusplugin 3 with Y radiusplugin 4 with Z radius And you want to add damage enchantments that increase based on the radius size. I'd suggest the following:Ditch plugins 2 3 & 4Add your custom enchantment to plugin 1 and modify the record bolt's explosion record accordinglySave and test the pluginCopy & RenameChange the radius and damage values on the copyRepeat for each tier level you want to offerThat way you are not trying to make a patch of the radius plugin with the damage enchantment change. Nor are you trying to merge record data in TES5Edit. Both of which can produce errors if you are not careful and pay attention to what you are doing. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 6, 2014 Share Posted July 6, 2014 Just read your other post that explained in detail what you are trying to do. If you want the damage enchantment to be independent of the radius changes you will need to make a custom base enchantment that gets included on ALL of your esps that edit the bolt's explosion form. Then using those as a base make additional esps with each tier of damage change. In the end you'll have: plugin 1 radius NORMAL damage NORMALplugin 1.2 radius NORMAL damage Xplugin 1.3 radius NORMAL damage Yplugin 1.4 radius NORMAL damage Zplugin 2 radius A damage NORMALplugin 2.2 radius A damage Xplugin 2.3 radius A damage Yplugin 2.4 radius A damage Zplugin 3 radius B damage NORMALplugin 3.2 radius B damage Xplugin 3.3 radius B damage Yplugin 3.4 radius B damage Zplugin 4 radius C damage NORMALplugin 4.2 radius C damage Xplugin 4.3 radius C damage Yplugin 4.4 radius C damage Z That is 16 total plugins just to have 4 tiers with 2 options adjustable independently of each other Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 6, 2014 Share Posted July 6, 2014 On 7/5/2014 at 10:02 PM, IsharaMeradin said: It is not bAllowMultipleEditors. It is bAllowMultipleMasterLoads.It is SkyrimEditor.ini or SkyrimEditorCustom.ini whichever you prefer to use.My mistake. Sorry, this was mostly off the top of my head. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 6, 2014 Author Share Posted July 6, 2014 On 7/6/2014 at 1:45 AM, IsharaMeradin said: snip On 7/6/2014 at 1:59 AM, IsharaMeradin said: snip Thoe are definitely options. Thank you for the input! Oh this is nightmare contrived from the recesses of my mindless brains it’s going to be fun to install it regardless LOL Tho having the tier folders ready to go will help.I was giving it some thought last night, and it seems we’ve kind came to the same conclusion. Tho mine starts with a masterfied esp file(its morning I didn’t see if you suggested one or not…coffees not kicked in yet) Call it bolt-mainfile-magic-damage-and-radius- It has the explosions that link to the new enchantments Since the explosions can change their radius values but not the link to the new enchantment if you put a file with different enchantment damages lower than the radius file in the load order you wind up with the new enchantment damage since it’s the same name and forum ID. You still have 6 damage tiers (3 for steel bolts,3 for dwarven bolts) and 8 radius tiers(4 for steel bolts,4 for dwarven bolts). This way you get 16 files. Link to comment Share on other sites More sharing options...
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