Maskar Posted September 14, 2010 Share Posted September 14, 2010 I might be missing something very obvious, but everytime I use the Knights.esp as a master file and try and save my mod the CS crashes. Also, loading other mods (like Knights Vwalk.esp) crash as soon as I try to save them. As I might have overwritten the Knights.esp by one of the available replacers on this site I tried some others, but with the same result. When loading just the Knights.esp it also gives a "random" warning (ie: Pathgrid for cell NDPrioryoftheNineExterior01 (-4, -5) in world Tamriel contains 219 inter-grid connections.) and through Tes4Edit there are a few sound errors. Not sure if that's normal however. Any suggestions would be appreciated (hopefully not the reinstalling kind though, heh). Thanks! Link to comment Share on other sites More sharing options...
David Brasher Posted September 15, 2010 Share Posted September 15, 2010 Knights has this peculiarity. It is impossible for anyone to use it as a master file. Many people have tried, but I have heard no substantiated reports of success. So if you want to build a Knights of the Nine mod, you should edit Knights.esp itself. This has the disadvantage of making it incompatible with practically every other Knights of the Nine mod. It also makes it so you have to be cautious legal-wise. You may only distribute your mod if it constructed such that players must own a copy of Knights of the Nine and have it active and installed in order to make your mod work. To do this, you can leave out the meshes and textures and just upload the .esp. There will be so many missing meshes if a pirate tries to use it that it will look terrible, they won't be able to interact with objects and complete quests, and certain areas will probably cause CTDs 100% of the time. The path grid error thing is more or less a bug in the CS. It means nothing. There is no discernible effect on gameplay. If I were you, I would ignore the sound errors unless you actually hear or fail to hear something during play-testing. I would not call these serious errors. Link to comment Share on other sites More sharing options...
Maskar Posted September 16, 2010 Author Share Posted September 16, 2010 Thanks for your response and good to hear it's the original Knights.esp file which seems to be the issue here. I decided to delete everything in the Knights.esp not necessary for my mod, which resulted in it being able to be used as master. Then after creating my mod I just copied back the original Knights.esp. Question of course is if anything will break this way, although it does seem to work alright. Link to comment Share on other sites More sharing options...
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