WarKirby3333 Posted September 11, 2006 Share Posted September 11, 2006 I want to create a plugin which is dependant on another plugin. Specifically, I want to create a plugin which adds an NPC to my castle, being dependant on the original castle. This is a personal favor to someone so I don't want to put this NPC in the main castle. Can I do this, or will I need to create a seperate esp with this NPC. WarKirby Link to comment Share on other sites More sharing options...
Abramul Posted September 11, 2006 Share Posted September 11, 2006 It might be simpler to make a copy of the castle mod that includes the NPC. Link to comment Share on other sites More sharing options...
WarKirby3333 Posted September 11, 2006 Author Share Posted September 11, 2006 I know, I'm just thinking for future reference. So it will be compatible with future versions of the castle. Is it possible? WarKirby Link to comment Share on other sites More sharing options...
Povuholo Posted September 11, 2006 Share Posted September 11, 2006 I know, I'm just thinking for future reference. So it will be compatible with future versions of the castle. Is it possible? WarKirby You can select a mod in your data files list, without setting it as the active file. Then just press ok, and when you save you can save it as a new plugin. The original plugin will not be altered. There is a little thing... I don't know all the details, but if you move the castle statics (or anything for that matter) while making your side plug in, it will save that. Which means, if you run the extra plug in plus the original one, there will be two castles in at the same spot, which will kill your framerate. I don't know what happens if you make the side plugin with the castle as it is now, and update the castle. I think if you don't edit the castle in the side plugin, you'll be fine. I'm not sure about this either. Placing something in your cell means you edit the cell, so that could duplicate the castle too. You should just try it. Make a new plugin with the original plug in selected (but not as the active file), add an npc to one of your castle rooms without touching any of the castle objects (the undo button won't help BTW) and go in the game with both plugins selected. Then just check whether your fps drops. So a cell which has a lot of objects and already makes your fps go down noticably, would be the best cell to test it on. Hope this helps ;) Link to comment Share on other sites More sharing options...
Abramul Posted September 11, 2006 Share Posted September 11, 2006 Placing an NPC doesn't cause the cell to duplicate. As it is counted as a change to the cell, it will make the cell show up in the plugin (at least it would if there was an OB version of TESAME), but as only alterations are saved, it wouldn't save a copy of the original. However, there is the possibility of the NPC being placed in a segment which is moved in a later version, causing it to 'go swimming'. Additionally, it might not like working with future versions of the castle, although that's tested easily enough. Another option might be to place the NPC in a pre-existing cell, and give it an AI package that tells it to go to the castle from there. Don't know if this would have problems with new versions, but it would avoid the possibility of it starting in a location with no architecture to keep it from falling. Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 11, 2006 Share Posted September 11, 2006 I believe the best way is to release your mod as an ESM, since these can be referenced by plugins easier than having 2 pluging reference eachother. It also avoids the chance of duplication and makes the game run a bit smoother in the case of large mods. The problem is that these can't be edited, so you'd need to keep 1 esp that you're working on, and occasionally convert it to esm for release. Link to comment Share on other sites More sharing options...
GBHis Posted September 12, 2006 Share Posted September 12, 2006 I believe the best way is to release your mod as an ESM, since these can be referenced by plugins easier than having 2 pluging reference eachother. It also avoids the chance of duplication and makes the game run a bit smoother in the case of large mods. The problem is that these can't be edited, so you'd need to keep 1 esp that you're working on, and occasionally convert it to esm for release.Was going to suggest this. Then people could make different "launchers" for it :) Or - you could have a esm that holds the persons for your mod? Link to comment Share on other sites More sharing options...
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