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Never ESMified before question!


DaemonGrin

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Ok so I am working on a mod (for myself at the moment depending permissions) and I've made custom enemies one of which uses the tesla backpack. I changed nothing but the nif name and base texture not effect textures. Everytime I tried loading up FNV it would crash at the start not making it to main menu. I tried different things and finally just for giggles made the esp an ESM and it loaded.....Why is that?

 

Thanks,

Geoff

 

EDIT - Wanted to add that my esp was the only esp added to fnv no other mods are present.

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I'd guess load order first. It's possible in FNV to load mods before the masters. Typically crash at start up is this issue, where a mod isn't able to load it's master, or in this case, because it's loading before the master. You can look at it with NMM an see the order it's loading. If that's what it was, for some reason it loaded after the main .esm being a master?

 

If the .esp you made contained a large amount of data, you know if it was a big fat piggy from all the work you did, or if it was really messy. There are cases where publishing to .esm will fix it. There's some cleanup involved. For example if the darkside got into the mod an it crashed all the time, it might save it going .esm

 

Technically speaking all mods should be masters, but modders an players got to fighting over places in the load order, an patches were made to break an fix .esp along the way, so it's kind of a mess, the idea though was all masters, eventually we would get to a point to publish to master, instead we mostly just use .esp an plug in what we need, I'm not sure either way is more clean than the other, an even if it was there's no way to get everyone to practice it.

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what I am thinking is from the post is, you changed only the assets and did not change the text in the plugin...is that right?

 

Base ball has 3 bases and home plate, A mesh named so points to a texture with second bases name but home plate needs to know what the name is inside first base "the mesh files pointing too. If you change the textures name? it will crash if you did not change the name inside the mesh as well.

 

now, 3rd base is the esp file, it's name internally also needs these changes to be made too.

 

do all of that just for 1 file and you hit a home run.

EDIT: Steam me Babe.

Edited by Purr4me
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what did you use for editing?

 

Heya Kitty! Photoshop CS4 for textures (i've made numerous and the textures work never had issues with that) and NifSkope. FOMM to ESMify. I did some tests and removing the backpack from the meshes would load the game. Odd no idea whats up with it. XD

 

Geoff

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I'd guess load order first. It's possible in FNV to load mods before the masters. Typically crash at start up is this issue, where a mod isn't able to load it's master, or in this case, because it's loading before the master. You can look at it with NMM an see the order it's loading. If that's what it was, for some reason it loaded after the main .esm being a master?

 

If the .esp you made contained a large amount of data, you know if it was a big fat piggy from all the work you did, or if it was really messy. There are cases where publishing to .esm will fix it. There's some cleanup involved. For example if the darkside got into the mod an it crashed all the time, it might save it going .esm

 

Technically speaking all mods should be masters, but modders an players got to fighting over places in the load order, an patches were made to break an fix .esp along the way, so it's kind of a mess, the idea though was all masters, eventually we would get to a point to publish to master, instead we mostly just use .esp an plug in what we need, I'm not sure either way is more clean than the other, an even if it was there's no way to get everyone to practice it.

 

Yeah there are no other mods so load order is out. The ESP size is 247KB, ESM'd it was 276kb so it's not huge. Thanks though.

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With enough edits to a .esm or .esp the savegame we've been using to test something goes corrupt. It could have been that. It sounded like you said the game crashed when you launched the .exe , but the problem sounds like you loaded a savegame an it crashed. I'm totally confused.

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With enough edits to a .esm or .esp the savegame we've been using to test something goes corrupt. It could have been that. It sounded like you said the game crashed when you launched the .exe , but the problem sounds like you loaded a savegame an it crashed. I'm totally confused.

 

I didn't make it to the main menu to load a save after adding the new creatures mesh pieces to their corresponding folder. Removing the tesla backpack fixed the crash. and ESMifying it with the backpack in it fixed the crash as well. It's ok I'm half a sleep if I didn't explain it well.

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I seem to remember pieces like that being added to armor via "armor addons" You got the base armor form with a spot for add ons which is kind of a form list set of other stuff to wear when the armor is worn. At least from what little I've used it, setting up armor add on's is more easy in FNV edit. Then if the armor already uses add ons which most do, it would just mean making a new add on list based on the original, but as a new entry. Basically find the add on name, copy as new entry, type or paste in the back pack to the set. Then set the armor to use the new add on. Biped Model List in the armor form.

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