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Making a Master File the "active plugin" in Creation Kit?


reindeer51

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No, reindeer, there's no way around this in the CK. There's a reason that the only way to edit a master is by creating an .esp file; editing master files directly can cause all kinds of unforeseen problems. It's much safer to simply create an .esp file and be done with it. If you're approaching the .esp limit, then I'd look at combining some of your mods using TES5Edit or a similar utility.

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  • 6 years later...

Yeah - and THEN, what does one do with the .esp when done with edits??? Because, I used one to edit some miner's boots which are found in Skyrim.esm normally and there, they cannot be edited until a Wrye Bash .esp is made. Once I was done, the only seemingly obvious choice was to return it to the original .esm so the changes would take effect. BUT .... It also changed something else having to do with Navmesh, and once I got in-game, found that I could no longer fast-travel to any point on the map. And all I did was to edit the boots - in this case "Miner's Boots" to make them "Non-Playable". The reason for this is that Serana persists on self-equipping these boots after any cell change, totally ruining the overall effect of the awesome outfit I gave her.

 

So all in all, not a great choice espyfying the games main .esm - especially when one such as myself has no idea how to work with these various tools, after literally 2 years of asking all over the place and receiving absolutely no help!!! Oh .. I read a LOT of forum crap, and user comments, etc but their like "everyone has a butthole and they all stink!". Meaning, everyone is an expert but noone knows a G'damn thing.

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