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esps and esms files


Papajack55

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I have noticed that when you add a mod to a game in FO3, if it's an esp file, and cannot be switched to an esm, file, you may have a problem running it in your game. The reason an esp file may not be able to be switched is because its already a master file. Now I did noticed that I added the esp files directly to the fomm

and saved each file upon adding. It seems to work so far. Although sometimes at the beginning of the game, the game will stop and shut down.

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Well there's no reason why you couldn't switch every mod to be a .Esm, The way it was designed to work was to have new content created inside .Esm, then that new content placed into the game world via .Esp Which would probably work great if we followed those rules, we don't though. In the mods you download you'll have new content created an placed in both .esm and .esp mods, with virtually no way to filter that out, as to keep with the "rules"

 

That being said in our current situation, .Esm is the "dirty" way to do get something done. Only because .Esp would be much cleaner, because nothing really states that you can't create new content and place it in the game world inside one .Esp

 

 

A very good example of this is 20th century weapons. The .Esm only creates new weapons an projectiles which are all single entries in no way related to the Fallout.esm or any other mod, it's 100% clean, then inside the 20th century ALIVE .esp plug in's the weapons created inside the .Esm are added to loot lists or weapon lists for NPC's and such. Also note it was created in a modular way as to allow the plug in's to all work seperately. I only know of maybe 1-2 other mods that even consider using this modular method, much less pay attention to the "rules" for .esm .esp

 

It is what it is, an trying to fix it now is a waste of time. FO3edit master update came about from the 1.5 patch breaking most of the mods out there. We still use it nowdays though, because it cleans up some hidden data, while also making all of the mods Psudo .esm (fake .esm) which is the same thing as far as the game engine is concerned. It also can be performed in about 30 seconds, either turning all the mods into psudo .esm or restoring them to their default .esp state

 

Basicly before I start playing I master update, then before I start making edits, fixing, or creating I master restore.

 

Webensized FO3edit guide by CSB http://fallout3nexus.com/downloads/file.php?id=9616

In so many words guide http://fallout3nexus.com/downloads/file.php?id=13100

Nexus Article database http://fallout3nexus.com/articles/

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Well there's no reason why you couldn't switch every mod to be a .Esm, The way it was designed to work was to have new content created inside .Esm, then that new content placed into the game world via .Esp Which would probably work great if we followed those rules, we don't though. In the mods you download you'll have new content created an placed in both .esm and .esp mods, with virtually no way to filter that out, as to keep with the "rules"

 

That being said in our current situation, .Esm is the "dirty" way to do get something done. Only because .Esp would be much cleaner, because nothing really states that you can't create new content and place it in the game world inside one .Esp

 

 

A very good example of this is 20th century weapons. The .Esm only creates new weapons an projectiles which are all single entries in no way related to the Fallout.esm or any other mod, it's 100% clean, then inside the 20th century ALIVE .esp plug in's the weapons created inside the .Esm are added to loot lists or weapon lists for NPC's and such. Also note it was created in a modular way as to allow the plug in's to all work seperately. I only know of maybe 1-2 other mods that even consider using this modular method, much less pay attention to the "rules" for .esm .esp

 

It is what it is, an trying to fix it now is a waste of time. FO3edit master update came about from the 1.5 patch breaking most of the mods out there. We still use it nowdays though, because it cleans up some hidden data, while also making all of the mods Psudo .esm (fake .esm) which is the same thing as far as the game engine is concerned. It also can be performed in about 30 seconds, either turning all the mods into psudo .esm or restoring them to their default .esp state

 

Basicly before I start playing I master update, then before I start making edits, fixing, or creating I master restore.

 

Webensized FO3edit guide by CSB http://fallout3nexus.com/downloads/file.php?id=9616

In so many words guide http://fallout3nexus.com/downloads/file.php?id=13100

Nexus Article database http://fallout3nexus.com/articles/

 

 

Now, I have saved them in the Bethesda files, in data. But some files just won't work, even with invalidator. I have checked and double checked, but when I tried running shojo companions, shojo race and the files needed to run them, they coincided with other main files in the fomm and the data files. Maybe I am doing something wrong, I don't know on this. I'm still experimenting at the time. Thanks for your reply, it may have helped though. Much appreciated.

 

Sorry, that was "conflicted with other files."

Edited by Papajack55
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What is it that you are trying to do, because you have lost us.

 

Fallout3.esm

ThePitt.esm

Anchorage.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CALIBR.esm

xCALIBR.esm

20th Century Weapons.esm

ARSENAL MOD.esm

Mart's Mutant Mod.esm

EnclaveCommander-OA-Pitt-Steel.esm

DCInteriors_ComboEdition.esm

StreetLights.esm

Enhanced Weather - Rain and Snow.esm

RI_Core.esm

Project Beauty.esm

Sharing and Caring Companions.esm

Lings.esm

LingsFinerThings.esm

LingsDLC.esm

EnhancedChildren.esm

Shojo Race.esm

RRCompanionVault.esm

Nos' Cosmetic Resource.esm

Herculine's RR Scouts.esm

UF3P DLC Merged.esp

EVE.esp

EVE Operation Anchorage.esp

F3UmpaAnimation.esp

The Groovatron.esp

The Groovatron_DLC_Anch_Addon.esp

The Groovatron_DLC_Pitt_Addon.esp

The Groovatron_DLC_PL_Addon.esp

UPP - Original Perks.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Beverage Perks.esp

UPP - Quest Perks.esp

UPP - Experience Perks.esp

GalaxyNewsRadio100[M].esp

CALIBRxMerchant.esp

DK_BulletTime.esp

VATS - MCE.esp

VatsLongerDistance.esp

Precision_AutoAim_6000.esp

KaBOOM.esp

LessBouncyGrenades.esp

ShellRain.esp

VendorCapsIncreased50X.esp

Unlimited Death Reload Time.esp

Modern weapons.esp

HZ_Glock.esp

FullAutoPistolsV1.0med.esp

FullAutoPistolsV20test.esp

AzarGypsyOutfits.esp

AzarGypsyOutfits_Malika.esp

Tailor Maid.esp

Tailor Maid Black Retex.esp

Tailor Maid PITT.esp

Tailor Maid Anchorage.esp

Tailor Maid Brokensteel.esp

Tailor Maid ZETA.esp

TalonExtraArmor-RE-Dub.esp

Books02.esp

MothershipOmega.esp

Banks of the Wasteland.esp

Megaton Tweaks 1.28 (no podium).esp

Water_Tower_Hideout_byOrophin.esp

GG_WaterTowerHideout_v1_22_Alt.esp

StreetLights - Wasteland.esp

Kaza's NorthwestSeneca.esp

WIP_BigTown.esp

CanterburyCommonsInteriors.esp

CEI - CaesarrulezExcessiveInteriorsEN.esp

Republic of Dave Expansion Merged.esp

YevicsUrbanTownhome.esp

DCInteriors_ComboEdition GD Plug in.esp

DCInteriors_DLC_Collectables.esp

Not alone in the Wasteland anymore.esp

CrowdedCities_v2.esp

FalloutFood.esp

ShadsCoffaMatic.esp

Bottle That Water.esp

UsableCigarettes.esp

Inebriation-FOSE.esp

RI_Base3.esp

RI_PNeeds2S.esp

RI_FOSE.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_Alcohol.esp

RI_LootTableRI.esp

RI_LootTablePN.esp

RI_PNAnchorage.esp

DarNifiedUIF3.esp

RI_PrimaryNeeds_DUI_Plugin.esp

Rivens_Eyescapes.esp

PlayerOnlyJGRetexture.esp

Fellout-Full.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Fellout-pipboylight.esp

20th Century V5 ALIVE Merged.esp

S.T.A.L.K.E.R. MOD.esp

ARSENAL MOD.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

RI_PNMMM.esp

MMZombieCemetery-Merged.esp

Project Beauty_Plug in Bietch!.esp

Project Beauty- Point Lookout.esp

Project Beauty- Broken Steel.esp

SCC - Talk to Anyone.esp

T_R_A_S_C_H.esp

SCC 187GURLZ.esp

LingsFinerThings.esp

RRWastelandPosters.esp

RR Companion Vault 20thCW Supply.esp

Nos' Vault 1 Remodel.esp

RRUmpaDance.esp

All RR Companions Merged an Plugged.esp

Herculine's RR Scouts DLC in a GD plug in.esp

Herculine's Shojo Companions in a GD plug in.esp

Polarbear's Companions in a GD plug in.esp

TOADS PEOPLE_Merged.esp

dD-Larger Blood.esp

dD-Reduced Ragdoll Force.esp

Hideouts731.esp

sc_slaves_stick_around_original_mezz_chance.esp

FullAutoPistolsReapingBuster.esp

Override-Drugs.esp

Override-Dialog.esp

Override-Scripts.esp

Override-DLC.esp

Override-EVE.esp

OverRide_NPC.esp

MergePatch.esp

 

 

 

 

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