DAVIDINTEL Posted May 4, 2010 Share Posted May 4, 2010 Is it safe to rename an ESP you made after you have saved it? Can you do this outside of the contruction set? Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 4, 2010 Share Posted May 4, 2010 Yes. You can right-click and choose rename, or even use F3. Just make sure you leave the .esp extension. Link to comment Share on other sites More sharing options...
DAVIDINTEL Posted May 4, 2010 Author Share Posted May 4, 2010 Yes. You can right-click and choose rename, or even use F3. Just make sure you leave the .esp extension. Thanks for the quick reply! Link to comment Share on other sites More sharing options...
Shadowfen Posted May 5, 2010 Share Posted May 5, 2010 While it is generally "safe" to rename an esp file, it does have side effects that you should be aware of. While I don't think that these actually apply to your particular situation, I'll mention them for anyone else who might be reading this: 1. Renaming the esp will make it as though you have not done any part of the quest(s) if it is a quest mod.2. If the mod has special items, armor, weapons, etc that one of your players has acquired, you will lose those items and have to reacquire them from their original locations.3. If the mod has specialized containers (for instance, house mods, my Specialty Containers mod, the keychain and bags of holding mods), then your player(s) must remove all of the items stored there and save them in some other place (vanilla or another mod you are not changing) - otherwise, when you rename the mod, you will lose all of the things that you have in those containers (that you are also losing). Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 5, 2010 Share Posted May 5, 2010 While it is generally "safe" to rename an esp file, it does have side effects that you should be aware of. While I don't think that these actually apply to your particular situation, I'll mention them for anyone else who might be reading this: 1. Renaming the esp will make it as though you have not done any part of the quest(s) if it is a quest mod.2. If the mod has special items, armor, weapons, etc that one of your players has acquired, you will lose those items and have to reacquire them from their original locations.3. If the mod has specialized containers (for instance, house mods, my Specialty Containers mod, the keychain and bags of holding mods), then your player(s) must remove all of the items stored there and save them in some other place (vanilla or another mod you are not changing) - otherwise, when you rename the mod, you will lose all of the things that you have in those containers (that you are also losing).This only matters if you are renaming a mod that your save depends on, and this can be overcome with Wrye Bash by pointing to the dependency in the save file to the new plugin. Edit: Basically, if your save file contains important data that references the plugin, it won't know how to find it. Link to comment Share on other sites More sharing options...
chaospearl Posted May 5, 2010 Share Posted May 5, 2010 And one more issue. If you rename an esp, you won't be able to use BOSS to sort your load order with regards to that mod. I found this out the hard way. BOSS uses the names of the esp files to recognize which mod is which. If you rename one, it'll end up sorted down at the bottom under the heading of mods BOSS doesn't know. Link to comment Share on other sites More sharing options...
DAVIDINTEL Posted May 5, 2010 Author Share Posted May 5, 2010 All good things to know, thx guys! Link to comment Share on other sites More sharing options...
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