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Making an ESP dependent on an ESM file?


Guest Messenjah

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Guest Messenjah
I'm trying to figure this out. I thought that if I opened an ESM file along with an esp file and placed content from the ESM into the ESP that the ESP should see the ESM as it's master... however, it doesn't and I can't seem to make a mod dependent on it? I read somewhere that you can use FO3 to "flag an ESM file" as a master for an ESP file but I am not sure how to do this? Can anyone help me?
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Guest Messenjah

If you use something from that esm it will for sure make your esp dependent. I'm not sure why you would want it to be so otherwise.

 

 

This is weird.... so I've placed NPC's in the world from my custom ESM into my ESP.... yet they won't save no matter what. I manged to get the GECK to see my ESM as a master but it still refuses to work. :(

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Guest Messenjah

I'm not understanding exactly...

You have an esm that has NPCs in it.

You are doing something to *modify* that esm regarding those npcs and saving the changes as an esp, and the changes are not showing up when you tick the esp.

...right?

 

 

 

Ok, what I am doing, is I created a cell and made a nightclub inside an ESP (Club.esp) file for my nightclub. However, I made all of my custom races and some test NPC's inside an ESP that I converted into an ESM (NightClub.esm).

 

The reason being, that I wanted to make all my custom races inside the ESM so that it could be re-used later as a source file for other mods.

 

So, when I tick the ESM (ESM is marked as active) and ESP files and load them up, I add a custom NPC into the NightClub.ESP and save. However, it doesn't seem to save the NPC from the ESM into the ESP file.

 

So, I can add a bunch of crap from my master file into my ESP file and save but when I open it back up... it is all gone. :(

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First, you can't make an esm active, so I assume you mean that club.esp is active and that the nightclub.esp you refer to is a typo. If you make your new npc a member of a custom race that is provided by your nightclub.esm master, then club.esp will be dependent on nightclub.esm.
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Guest Messenjah

First, you can't make an esm active, so I assume you mean that club.esp is active and that the nightclub.esp you refer to is a typo. If you make your new npc a member of a custom race that is provided by your nightclub.esm master, then club.esp will be dependent on nightclub.esm.

 

 

 

Didn't work for some reason..... what the heck? Basically, it created the new NPC and assigned the default race to it. :(

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I'm not understanding exactly...

You have an esm that has NPCs in it.

You are doing something to *modify* that esm regarding those npcs and saving the changes as an esp, and the changes are not showing up when you tick the esp.

...right?

 

 

 

Ok, what I am doing, is I created a cell and made a nightclub inside an ESP (Club.esp) file for my nightclub. However, I made all of my custom races and some test NPC's inside an ESP that I converted into an ESM (NightClub.esm).

 

The reason being, that I wanted to make all my custom races inside the ESM so that it could be re-used later as a source file for other mods.

 

So, when I tick the ESM (ESM is marked as active) and ESP files and load them up, I add a custom NPC into the NightClub.ESP and save. However, it doesn't seem to save the NPC from the ESM into the ESP file.

 

So, I can add a bunch of crap from my master file into my ESP file and save but when I open it back up... it is all gone. :(

 

When converting to an esm, did you actually set the ESM bit, or just rename the extension?

 

If the ESM bit isn't set in your master, the Geck will remove the ESM from the master list from the ESP when you save it and none of your changes will be in the ESP.

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Guest Messenjah
That's probably what I'm doing wrong. I opened TESnip, opened the file, and saved it with the extension ESM. But this sounds VERY much like it is probably what my problem is. What is the proper way to convert it into an ESM since I'm most likely missing something?
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That's probably what I'm doing wrong. I opened TESnip, opened the file, and saved it with the extension ESM. But this sounds VERY much like it is probably what my problem is. What is the proper way to convert it into an ESM since I'm most likely missing something?

 

This guide has screenshots on how to do it with FO3Edit - a tool that you should have if you are going to be playing around with ESM/ESP arrangements:

 

http://fallout3nexus.com/downloads/file.php?id=8629

 

FO3Edit Tool:

http://www.fallout3nexus.com/downloads/file.php?id=637

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