ninjajoe420 Posted February 8, 2011 Share Posted February 8, 2011 ok so im new to oblivion modding but i just got a quick question, so i decided to make a "fort" so i made a new cell did some stuf whatever right, just added a few roms so then i wanted to check it out, so i saved it customfort1 i played it and realized there was now light so i loaded up tesagain did whatever, added lights so now nowing that it wont let me overwirte i save it as customfort2, when i try to load up the files only part of one or part of the other willl load, and when i try to load them both back into tescs it says basically theses are the same so where gonna name on duplicate and split you for into to interrior cells bassed on the changes you made... what am i doing wrong? and if you cant understand i will elaborate Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 8, 2011 Share Posted February 8, 2011 you did one basic thing wrong when you open the CS, with the intent of modifying your file, and saving the changes onto that file, you need to make it the active file (when selecting files to load, press on the file you want to save changes onto, and click on Set as Active File button) when you want to make changes onto a new file, you will need to make the older file a master (it's automatically if it's an esm, but if it's not, you need to esmify it with Wrye Bash)if this is what you want to do, just google Esmify, and you should find the tutorial (or if you want, i can post the link for you) Link to comment Share on other sites More sharing options...
David Brasher Posted February 9, 2011 Share Posted February 9, 2011 You can and should overwrite. You want to have less mods in your load order rather than more. If you make a mod named CustomFort1.esp, and the lighting is wrong, go back and fix CustomFort1.esp. Don't start a new mod named CustomFort2.esp. Don't make a mastered patch. Just go fix the original file. This becomes really important if you upload big mods. Supposed there was a quest mod with 10 quests. You call this mod QuestMod01Version1.esp. You find a bug and fix it and upload your mod as QuestMod01Version2.esp. People download it and get angry. They may have played through 7 quests, but your new version has a new name, so these people lose all quest progress and have to play those 7 quests again before getting to the part they have never played. So it would be wisest to just name all versions of your quest mod "QuestMod.esp." Link to comment Share on other sites More sharing options...
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