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CS question


Itachi314

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The main interior cell of the headquarters is LeyawiinBlackwoodCompanyHall in the Interiors worldspace.

 

The Blackwood Company armor is in Items>Armor>Blackwood.

 

What specific things are you looking for?

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The main interior cell of the headquarters is LeyawiinBlackwoodCompanyHall in the Interiors worldspace.

 

The Blackwood Company armor is in Items>Armor>Blackwood.

 

What specific things are you looking for?

 

Thx, so much i forgot it was in leyawiin i thought it was in bravil

 

however im in need of some knights of the nine stuff, i want to use that cool staircase thing however im not sure if its in the oblivion master file if you can tell me i would be very happy..... lol

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If you want to use stuff from Knights of the Nine unpack its bsa and add the items you need to your resource master by hand. If your wanting to use ALLOT of things from the DLC you can backup the .esp to somewhere than open the one still present in your Data folder with TES4Edit and delete all its references to the physical game world, convert it to a master than replace your old Knights of the Nine esp with the backed up original. Now you have the plugin and all the resources whenever you want.to. (not recommended for large plugins)

 

If you try to just convert the whole plugin to a master without deleting all world references you will cause rifts in the game world at all locations said plugin uses. I HIGHLY recommend adding it by hand whenever its something as big as a Official DLC because a full conversion of the esm will lead to a rather large file size when you go to export your mod. I only do it when its something like adding a creature resource or something similar in nature.

 

if you do not know how to unpack bsa's already download BSA Commander. :thumbsup:

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If you want to use stuff from Knights of the Nine unpack its bsa and add the items you need to your resource master by hand. If your wanting to use ALLOT of things from the DLC you can backup the .esp to somewhere than open the one still present in your Data folder with TES4Edit and delete all its references to the physical game world, convert it to a master than replace your old Knights of the Nine esp with the backed up original. Now you have the plugin and all the resources whenever you want.to. (not recommended for large plugins)

 

If you try to just convert the whole plugin to a master without deleting all world references you will cause rifts in the game world at all locations said plugin uses. I HIGHLY recommend adding it by hand whenever its something as big as a Official DLC because a full conversion of the esm will lead to a rather large file size when you go to export your mod. I only do it when its something like adding a creature resource or something similar in nature.

 

if you do not know how to unpack bsa's already download BSA Commander. :thumbsup:

 

Thx that helped alot, and by the way i noticed that there werent many mods on official dlc except for retexturing and bugs, is it illegal to post a official modded plugin? Cause ive been working on a big db sanctuary in the forgotten passage area and only way to get it to work was overwrite the official dlc pack

 

o ya and how do i recompile it to a .esm i could never figure it out?

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TES4Gecko allows you to turn esp's to esm's among many other things essential to the modding process... And as far as it being illegal no not to my knowledge. Just do not release the entire DLC make it dependent on the original meshes/textures so people cant just download your plugin and get the DLC for free...

 

The main reason there isn't a large amount of mods regarding the DLC is because the less things your mod relies on the wider audience your going to reach with your plugin :thumbsup:

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TES4Gecko allows you to turn esp's to esm's among many other things essential to the modding process... And as far as it being illegal no not to my knowledge. Just do not release the entire DLC make it dependent on the original meshes/textures so people cant just download your plugin and get the DLC for free...

 

The main reason there isn't a large amount of mods regarding the DLC is because the less things your mod relies on the wider audience your going to reach with your plugin :thumbsup:

 

Thx alot for all your help now my remaining problem is how to "delete all its references to the physical game world"

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Open the plugin in TES4Edit and expand its tree, find the items labeled under "Cells" delete everything under that category than close out TES4Edit saving all changes made.

 

If your going to convert the whole plugin I strongly recommend cutting away the fat to shrink down your esp size. Like if your planning on only using the Architecture/Scripts/Creatures you can clean out the other trees like "Voices/Quest/Items" in TES4Edit (same way you just removed the physical references) sense your not going to be using any of that anyway... :thumbsup:

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