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Need help with master files


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Well you turn .ESP into .ESM with FOMM via the Tools/TESsnip open the mod Then spells an make .ESM, the other way is load a .ESM in the FO3 plug in utility (it's a Java app) then save as, which only saves as .ESP Something like that. That's not how I would fix Enclave commander though.

 

The way you do what it is you are talking about is with a Override. Basicly you create a .ESP that loads at the end of the load order, but uses whatever mods you want as Masters. Thus allowing any content in those masters (ESM or ESP) to be used in order to create a mix an match of content on anything.

 

The simple way to do this would be to use FO3edit, find what you wanted to change in Enclave Commander.esm, right click it an "copy as override into" Pick new file, then name the file based off what it does, Override-EnclaveComander. You could also batch it, name it Override-NPC an now you have a Override for all the fixes you wana do like this that deal with NPC's this being helpful because chances are if you needed to add it to enclave commander that other NPC's would need some of that stuff too maybe.

 

Most of the time an Override is used to fix something which can't be fixed by the normal means. However there is also the ability to use multi mods for content. You can also use them to batch fix a issue, like if there were so many idiot mistakes in one mod you didn't want to fix all of them, you can create a override to do it an add entries in bulk as to sort of quick fix.

 

Theres a copy as override as new entry as well, this basicly will re-create the entry. For example if someone made a replacer for the 10mm pistol, well you could copy as new entry on that, which would recreate it but it wouldn't share the same Form Id as the vanilla game an hence wouldn't be a replacer anymore. But that's just an example you can use this one for many things.

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