David Brasher Posted May 16, 2010 Share Posted May 16, 2010 I know practically nothing about slaves and masters. The mods I have worked with have been stand-alone .esps. It is probably really easy to make a plug-in dependent on a master, but I read and read and read through all this documentation, and most of it is about really wild twisted things. I just want to do the simple task. I would imagine this is about the simplest task involving .esps and .esms. Can anyone point me in the right direction? Link to comment Share on other sites More sharing options...
Shadowfen Posted May 16, 2010 Share Posted May 16, 2010 I believe that it is as simple as checking the esm file(s) that you want the esp to be dependent on (as well as the esp of course) when you load up Data in the TESCS, then make your changes to the esp (which you marked as active) and save it. Now it depends on the esm files that you had selected. (I mostly do it by accident and have to figure out how to undo it. <g>) Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 16, 2010 Share Posted May 16, 2010 The Construction Set supports .esm files, so you can just use it. Make ESPs dependent on other ESPs is much more complicated. That is probably why you did not find extra documentation about it. Link to comment Share on other sites More sharing options...
David Brasher Posted May 16, 2010 Author Share Posted May 16, 2010 Looking at the situation more closely, I am probably not understanding it right and explaining it right. I am working to make Tales From Elsweyr Update compatible with Elsweyr Deserts of Anequina, and with "Reaper's Esmeralda's Desert Manor" and "Rimmen." I noticed that in the CS, both Esmeralda's Manor and Rimmen have as Parent Masters Oblivion.esm and ElsweyrAnequina.esp. I did not catch it at first, but it is ElsweyrAnequina.esp, not ElsweyrAnequina.esm. So I guess both of these mods are doing something slightly wild and freaky having an .esp file with an .esp master. I guess I don't even understand the rational behind doing this, but if both of them did it then there must be a good reason. I suspect it is to do with utilizing resources from the master file. Link to comment Share on other sites More sharing options...
Shadowfen Posted May 16, 2010 Share Posted May 16, 2010 Looking at the situation more closely, I am probably not understanding it right and explaining it right. I am working to make Tales From Elsweyr Update compatible with Elsweyr Deserts of Anequina, and with "Reaper's Esmeralda's Desert Manor" and "Rimmen." I noticed that in the CS, both Esmeralda's Manor and Rimmen have as Parent Masters Oblivion.esm and ElsweyrAnequina.esp. I did not catch it at first, but it is ElsweyrAnequina.esp, not ElsweyrAnequina.esm. So I guess both of these mods are doing something slightly wild and freaky having an .esp file with an .esp master. I guess I don't even understand the rational behind doing this, but if both of them did it then there must be a good reason. I suspect it is to do with utilizing resources from the master file. That (ElsweyrAnequina.ESP) is the more complicated scenario that Tomlong referred to. The best information I can offer about that is the De-Isolation Tutorial in the CS Wiki. The part that you are particularly interested in is the ESP Mastering. The esps you referred to above depend upon Oblivion.esm because they are oblivion mods <g>, and they depend upon ElsweyrAnequina.esp particularly because they want to be able to use resources which were defined in the esp (i.e. not available from vanilla oblivion.esm). Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 16, 2010 Share Posted May 16, 2010 I will check up on this thread tomorrow or the day after. The .esp mastering things is explainable, but I need more time (and brain power) to do that. The instructions are short, but the explanation can be lengthy. Hopefully, that TESCS Wiki page takes care of most of your confusion. Make .esp files dependent on plugins that depend on .esp files is a nightmare though... Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted May 16, 2010 Share Posted May 16, 2010 Yeah I tried it too. It was more straightforward for me to just turn it (one of my own mods) into an ESM file using Wrye Bash. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 16, 2010 Share Posted May 16, 2010 Yeah I tried it too. It was more straightforward for me to just turn it (one of my own mods) into an ESM file using Wrye Bash.Not even that works for ESP dependent on ESP dependent on ESP, not in such a straightforward manner anyway, haha... Link to comment Share on other sites More sharing options...
David Brasher Posted May 16, 2010 Author Share Posted May 16, 2010 So I need Wrye Bash to slave an .esp to an .esp and I need to use that deisolation tutorial that I have read so many times. But I have hit a big snag. I downloaded and installed Wrye Bash, but it will not start. If Bash Won't Start • If Bash refuses to start, or quits after quickly flashing up a window... • Most likely there is a problem with your setup. Alternatively there may be a bug with Bash. • You can usually figure out the problem by getting the bug dump and reviewing it. And if you can't puzzle it out, someone on the Elder Scrolls forums may be able to help. • Finding the Bugdump • Sometimes the error will be written to a file in the Mopy directory called bash.log. If that file is there, then that's the bug dump. You can open it with any text editor. • If it's not present, then you'll have to generate the bug dump yourself... • Generating the Bugdump • Open a command shell (Start: Programs: Accessories: Command Prompt). • chdir to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy • Type: c:\python25\python.exe bash.py -d • If you have a different version/location of python, adapt the first argument accordingly. • Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump. The result of my bugdump: ImportErrror: No module named wx The troubleshooting guide: • no module named wx • You haven't installed wxPython or you haven't installed it in the right place. • Be sure that you actually installed (not just downloaded) wxPython. • If, when installing wxPython, you did not see the usual installation wizard dialog, then you almost certainly downloaded a corrupted version of wxPython. Re-download it. Make sure that the downloaded file is larger than a few kB (actually, it should be about 8 Mb). The documentation does not seem to say what the right place is. I have been reinstalling python files and moving them all over the place and not having any luck. I can find about a hundred files some of them starting with "wx**" but I have not located a pure wx.py. There is a folder named wx, but it doesn't help me if I move it to make the file path C:\Games\Oblivion\Mopy\wx I don't know if it is relevent, but I am cursed with Windows Vista. Link to comment Share on other sites More sharing options...
Shadowfen Posted May 16, 2010 Share Posted May 16, 2010 So I need Wrye Bash to slave an .esp to an .esp and I need to use that deisolation tutorial that I have read so many times. But I have hit a big snag. I downloaded and installed Wrye Bash, but it will not start. The result of my bugdump: ImportErrror: No module named wx The troubleshooting guide: • no module named wx • You haven't installed wxPython or you haven't installed it in the right place. • Be sure that you actually installed (not just downloaded) wxPython. • If, when installing wxPython, you did not see the usual installation wizard dialog, then you almost certainly downloaded a corrupted version of wxPython. Re-download it. Make sure that the downloaded file is larger than a few kB (actually, it should be about 8 Mb). The documentation does not seem to say what the right place is. I have been reinstalling python files and moving them all over the place and not having any luck. I can find about a hundred files some of them starting with "wx**" but I have not located a pure wx.py. There is a folder named wx, but it doesn't help me if I move it to make the file path C:\Games\Oblivion\Mopy\wx I don't know if it is relevent, but I am cursed with Windows Vista. From the reference in one of your quotes to python 2.5, it sounds as though either the document was not updated, or you have an elderly version of Wrye Bash. It also sounds like you have installed python yourself? I would advise pulling down the latest Wrye Bash (at least version 275 or better) AND the wrye python 02 file from TESNexus. The Wrye Python will install the proper version of python and all of the extras that bash needs in the appropriate places that bash expects to find them. Then install the new version of wrye bash, and everything should be find. Since you mention Windows Vista, I hope that you have installed Oblivion somewhere other than in Program Files (x86) - or less optimally have turned off UAC. Surely you must have since you mention having a modded Oblivion that works. :biggrin: Link to comment Share on other sites More sharing options...
Recommended Posts