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Editing a mod added spell with a new mod


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Hi, I'm hoping someone can help me. I couldn't find anything on Google, but maybe I'm not using the right search terms.

 

I want to create a new esp file that edits the name of a spell added by another mod - without changing the original mod file. A patch, essentially. I was able to do this with another mod when I changed the name of a ring and it overwrote the original, but now every time I try to edit the name of a spell, it creates a new copy under my new esp. I don't want a new spell, I want to change the original.

 

Any ideas on why it works for rings but not spells? Any help would be appreciated.

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The Creation Kit doesn't allow using an ESP file as a master for another ESP. The trick is to temporarily "esmify" the original mod while you create or edit your patch. "Esmify" doesn't change the file's name. It changes a single bit inside the file's header. You can also make the change with TES5Edit but it's easier to use Wrye Bash. The steps are:

  1. In Wrye Bash, right-click on the original mod and choose "esmify" from the menu.
  2. Open the CK, load your mods, make your changes, save, and quit.
  3. Back in Wrye Bash, right-click on the original mod and choose "espify" from the menu.
  4. Run the game and check that you got the effect you wanted.
  5. If anything is wrong go back to step one and try again.

Never leave out step 3. A few mods like the unofficial patches are distributed as fake esm files, but for any normal mods you need to put them back in their original form before trying to load them into the game.

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Ok I have another question related to this. What if I want to edit the name of an item without making the mod a required master of it? Like if I wanted to make a mod that modifies a bunch of names from other mods, but not require the user to have all the mods it edits?

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