EvilDeadAsh34 Posted June 10, 2015 Share Posted June 10, 2015 I am trying to make a "compatibility" patch for Expanded Towns and Cities and Mystical Illumination (my mod). What i am attempting to do is enable daytime fade on the signs which is achieved by enabling exterior lighting (under the emittance tab of the object). The problem is that when i do enable the external emittance on the signs and save the patch ESP (that has dependencies on the ETaC ESP's) i get double signs on one sign post, in most cases. The ESP'S i'm trying to make the patch for are:ETaC - Complete.espETaC - Dragon Bridge South.espImmersive Whiterun.esp I just don't get why i can't make a simple patch that overrides the original ESP's. It makes no sense why it is adding an extra sign. One sign that fades like i want it to and one that doesn't. BTW, The only way i have been able to add the emittance effect successfully is by editing the original ESP's which i don't want to do. ETaC gets updated quite a bit and having to edit the same things over and over doesn't make sense to do. I know i have explained my problem horribly but if anyone can decipher what i'm asking and can help i'd be appreciative. Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 10, 2015 Share Posted June 10, 2015 You need to use wyrebash or something to make the esp you are patching technically a esm for the duration of your work int he CK Esp's cannot by default be reliant on another esp, if you load two esp's in the CK and use s#*! from one in whichever one is active it basically just copys it when you hit save With wyrebash you can just toggle the esp to act as a esm and I think the CK will slave yours to it then Link to comment Share on other sites More sharing options...
sevencardz Posted June 10, 2015 Share Posted June 10, 2015 I had a similar problem when trying to make a patch for ETaC. For whatever reason, it kept removing ETaC - Complete.esp as a master every time I saved in the CK. This resulted in the game thinking all of the form IDs in the ESP were new forms, rather than overrides. That might explain your dups. Manually adding ETaC - Complete.esp to the header of my patch with TES5Edit fixed the problem. Link to comment Share on other sites More sharing options...
EvilDeadAsh34 Posted June 11, 2015 Author Share Posted June 11, 2015 (edited) @sevencardz Yeah i know to add the master through tes5edit. I think my problem is that i'm trying to make one patch that covers all three of the ESP's i mentioned above. I just tried making a patch that only covered the "ETaC - Complete.esp" and i didn't get any duplicate signs. So i believe the problem lies in trying to do too much with one patch. That brings up a separate problem now. I don't want to add three new ESP'S to someones load order. And since i can't make a single patch that has dependencies on all three ESP's i might just be stuck having to edit the original ESP's. Something i also don't want to do... :/ Man this is annoying. @DDProductions83 I have absolute zero knowledge of how to use Wryebash so that option isn't going to work for me. Edited June 11, 2015 by EvilDeadAsh34 Link to comment Share on other sites More sharing options...
zilav Posted June 11, 2015 Share Posted June 11, 2015 As others mentioned, esp files that are supposed to be masters to a patch file must be flagged as masters for CK or it will remove them from patch plugin when saving (and leaving duplicates in the world). You don't need WB for that, just load ESP files you want to patch in TES5Edit, go to TES4 header record and set ESM flag in Record Header \ Record Flags field, save. When you done making your patch file in CK, remove that flag (or restore those plugins from backups). Link to comment Share on other sites More sharing options...
Recommended Posts