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ESM Questions


BlackCompany

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Since entering the mod scene for FONV, I have noticed a tendency on the part of many mod authors to use ESM files for their mods. While I am familiar with ESM files themselves, it seems the rules have changed in regards to what they are "allowed" to do in FONV. I am curious about the new rules for ESM files.

 

For instance, in Oblivion, modifying vanilla cells in an ESM file was a very bad thing. Very bad. It seems that not only is it possible to do this using an ESM in FONV, but that it does not even register as having changed the cell in the first. Good stuff. Furthermore I understand that for some reason this game does not like NPC's dropped into the game using an esp - rendering issues, I believe, and I have seen them myself in testing some things.

 

Which brings me to a quick question: I am contemplating adding several new interiors (dungeons, mostly) and was wondering:

 

-Should I stick to ESM files?

 

-Is there anything I need to know about using the ESM which differs greatly from doing the same thing in an ESP?

 

Thanks for any information you might be able to provide.

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Mods are converted to esm to get around a couple of issues. These issues are addressed if you just set the esm bit. You don't have to rename the extension to esm necessarily. But if you are adding new content, adding/changing internal/external cells, you should just make it an esm. The issues are:

1. The skin tone in new NPCs

2. New navmeshes can be buggy/cause crashes in an esp

3. Crashes on save can be caused by new references in the worldspace.

 

It seems that not only is it possible to do this using an ESM in FONV, but that it does not even register as having changed the cell in the first

 

I'm not sure what you mean here, but if you have an esm that over-rides vanilla content, the changes will appear in game. There may be issues with save-games in this regard, but new games will reflect the changes. Also if you don't use FNVEdit to convert it to an esm, the ONAM table probably won't get updated in your esm, also making the changes not appear.

 

I usually work with an esm/esp pair and after awhile, I merge the esp upward into the esm, and start another esp, using FNVEdit. It works better for me this way when working on and testing a mod.

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