bonesbro Posted January 13, 2016 Share Posted January 13, 2016 I'm working on a simple mod that alters the values on a few items. The other items are defined in a .esp. So it seems like the simple way to do this is to create a new .esp and, using TES5Edit, right click the original item > "Copy as override into..." then select my .esp. That works well and I see my edits applied in game. Sweet. But it all goes to hell if I open my .esp in CK. It treats all of my edits as duplicates and changes their form IDs and breaks their references and generally destroys everything. It's like my mod suddenly got an ex-wife. Found an old thread, http://forums.nexusmods.com/index.php?/topic/744325-using-esps-as-a-master-file/, that discussed this a bit. Looks like I can use TES5Edit to temporarily change the parent mod into a master which keeps CK from ruining everything. Is there a better way, though? I want to split my changes across multiple .esps so that I can override files from several different parent mods without requiring you to have all of them. And I'm adding enchantments, which get referenced, and now my esp #2 depends on my esp #1 and I'm back to square one. Argh! Do I have to give up and alter the items with an OnInit script or something else equally heinous? Link to comment Share on other sites More sharing options...
Novem99 Posted January 13, 2016 Share Posted January 13, 2016 I am not familiar with this "Copy as override into..." method with TES5Edit but I am experienced wit the CK so I would suggest you just open the CK, change the items and save it as a new .esp. Link to comment Share on other sites More sharing options...
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