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can i combine all the dlcs together into one esp?.


thelawfull

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Probably yes, but I am not sure, as you are not distributing the meshes and textures. But there will always be problems when combining the official DLC:

 

A. The plugin you distribute must not be playable as it is, but somehow require the official DLC to be playable

B. The game will not necessarily load all .bsa files automatically, as there will not be plugins with the same name anymore

C. The unofficial patches will not be usable, as they cannot find their masters and such

D. Maybe form IDs could also cause issues, if a mod not directly dependent on the official plugins uses them for something

 

And probably something else. But you can always use CSE and load all official plugins (and maybe also their unofficial patches) as masters for the plugin you are creating. That way, you will have one new plugin that modifies all NPCs in the official DLC, without having to merge the official plugins and distribute it. Maybe that would be worth considering? What is it that you are trying to do, exactly?

Edited by PhilippePetain
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I have made a mod that uncaps all creatures and npcs, It took me about .8 of a day to make but i did it to only morrowind.esp as the master file, Now i want to make the knights of the nine and all that uncapped so it blends with what ive already done. how do you set a master file?

Edited by thelawfull
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You can, for example (the easiest way, if you are using the Construction Set):

 

- Download and install the Construction Set Extender by shademe

- Remember to download and install all its requirements if you do not have them

- Launch the CS using the Launch CSE.bat (or make a shortcut to obse_loader.exe with -editor and -notimeout arguments)

- Select all plugins you want to use as a master (double-click, I think)

- Select your mod and set it as the active file (it should turn purple)

- Click OK or something like it and continue as usual, there will be everything from all plugins you selected there now

- The green ones in object window (by default) are the ones you have edited

- Save the mod as usual, the CSE will allow you to use .esp files as masters without any additional work

- The plugin should now have all the files you loaded with it as its masters

 

And you should use the CSE anyway. The .esp files as masters without extra work -feature is just one of the incredible improvements it does. I definitely recommend it.

 

Hopefully that helps a little. :)

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