TwiggyShip Posted August 28, 2014 Share Posted August 28, 2014 Hi there, I'm currently working on an overhaul of Breti's expansive new world, Rochester, as he is no longer developing it. As of today, I have begun collaborating with another Nexus member, which is great, as help is always needed. However, we've run into a bit of a problem in that short of one person working on the mod and the other not, and then swapping with each new version, there's no way we can both work on the same mod without creating a whole host of duplication problems. Unless, there is one? Surely there must be some way, maybe something to do with .esm or something? There's so many mods out there that use a whole team of modders, not just two people. Any advice? Thanks! Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 28, 2014 Share Posted August 28, 2014 Hi there, I'm currently working on an overhaul of Breti's expansive new world, Rochester, as he is no longer developing it. As of today, I have begun collaborating with another Nexus member, which is great, as help is always needed. However, we've run into a bit of a problem in that short of one person working on the mod and the other not, and then swapping with each new version, there's no way we can both work on the same mod without creating a whole host of duplication problems. Unless, there is one? Surely there must be some way, maybe something to do with .esm or something? There's so many mods out there that use a whole team of modders, not just two people. Any advice? Thanks!I know many people turn it into an .esm, and then maybe make patches for it and merge into one mod? I don't know, unfortunately. I'm working on a team mod myself, but I'm the only one really doing stuff in the CK, except for the level designers who just send me the levels which I merge with the main mod. When you're both making changes though, it becomes difficult. I'd appreciate advice on this as well. icrecreamassassin, darren, or mlee might know. Link to comment Share on other sites More sharing options...
Boombro Posted August 28, 2014 Share Posted August 28, 2014 Did you guys tried to split the the work? A quest writer, a leveler and a scripter etc all working in different things until you all done and ready to bug test then merge all esp(s) esm? Link to comment Share on other sites More sharing options...
TwiggyShip Posted August 28, 2014 Author Share Posted August 28, 2014 Would this work if the mod being worked on is an overhaul (in an .esp) of an already existing.esm? :) Also, how would I go about merging mods like you have done? Link to comment Share on other sites More sharing options...
TwiggyShip Posted August 28, 2014 Author Share Posted August 28, 2014 Did you guys tried to split the the work? A quest writer, a leveler and a scripter etc all working in different things until you all done and ready to bug test then merge all esp(s) esm?Not got into quests or scripting yet, he's just chipping in with some of the level designs by adding interior cells to a few empty shells of houses. Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 28, 2014 Share Posted August 28, 2014 This merges plugins. If you want to do it manually you can do that too. Link to comment Share on other sites More sharing options...
TwiggyShip Posted August 28, 2014 Author Share Posted August 28, 2014 I've merged the base .esp with an update and it worked fine, using that tool you provided. However, in creation kit when trying to open the merged file it also loads the two files used to merge it, as it deems them master files. Is this right? I'm trying to cut down the number of files the user has to download to get the full experience of my mod, you see. Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 28, 2014 Share Posted August 28, 2014 I've merged the base .esp with an update and it worked fine, using that tool you provided. However, in creation kit when trying to open the merged file it also loads the two files used to merge it, as it deems them master files. Is this right? I'm trying to cut down the number of files the user has to download to get the full experience of my mod, you see.You can use TES5Edit to remove the masters, if they're still there, though they really shouldn't be. Use the manual tutorial I linked you to and go somewhere near the bottom for an explanation on how to remove the masters with TES5Edit. Link to comment Share on other sites More sharing options...
TwiggyShip Posted August 28, 2014 Author Share Posted August 28, 2014 Thanks :) Although bit of an issue, Skyrim now CTD before it even gets to the Continue.. Load.. New etc screen :/ pretty sure I haven't done this right /sigh. Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 28, 2014 Share Posted August 28, 2014 Thanks :smile: Although bit of an issue, Skyrim now CTD before it even gets to the Continue.. Load.. New etc screen :/ pretty sure I haven't done this right /sigh.Then the master was probably necessary. However, if you merge moda.esp with modb.esp, then modb.esp should have only the masters of moda.esp and modb.esp. i.e. if moda.esp had Skyrim.esm, Update.esm and ApachiiSkyHairs.esm and modb.esp only had the first two, your new merged mod, modc.esp, would have all three masters. Make sure the mods you're merging with each other only have the necessary masters before merging. Link to comment Share on other sites More sharing options...
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