MartyP Posted October 8, 2016 Share Posted October 8, 2016 Hey everyone, So I'm using the Helgen Reborn mod by Mike Hancho (If you're reading this, AWESOME JOB!), and it comes with a house inside of Helgen. However, I have my house already set up and I don't want to move all my things from my current house to the Helgen one. Plus, I like the aesthetic a little bit better. The house in question is Elysium Estate by thejadeshadow. What I want to do, is make it so that the door to the Helgen house actually takes you to Elysium estate interior rather than the Helgen house interior. There is a back door to Elysium estate that I never use, which I would be fine with linking to Helgen rather than Elysium's actual back yard. The problem is, I have no idea how to open two .esp files at once. If I can get that accomplished, I'm sure I could figure out replacing the doors. All help is appreciated. The end goal is that I want to "live" in Helgen, but have Elysium be the actual home there, and swapping where the doors lead seems like the easiest way to go about it. Link to comment Share on other sites More sharing options...
Nephenee13 Posted October 8, 2016 Share Posted October 8, 2016 You have to make a new plugin that has both of those mods as masters. Since they are (I assume) ESP files and not ESM files, you will need to flag them as ESMs so the Creation Kit will load them as masters. You can do this with either Wrye Bash or TES5Edit.Once you have them ready, you load them both up in the CK (make sure neither is the Active File) then connect the doors you want in the normal way (look it up) and save. Return the mods to being ESP files and you should be ready to go. This, in theory, should be fine. In practice Helgen Reborn is by all reports incredibly complicated so hopefully you won't break anything in the process. Link to comment Share on other sites More sharing options...
NexusComa Posted October 8, 2016 Share Posted October 8, 2016 Couldn't you just save a new blank mod from the CK, then reload with the 2 mods as active ... then switch doors in your new mod ...then make sure your new mod is lower in the load order then the others ???? Guess I've never tried this. Do they have to be masters ... Link to comment Share on other sites More sharing options...
Nephenee13 Posted October 8, 2016 Share Posted October 8, 2016 Couldn't you just save a new blank mod from the CK, then reload with the 2 mods as active ... then switch doors in your new mod ...then make sure your new mod is lower in the load order then the others ???? Guess I've never tried this. Do they have to be masters ... Uhh yes they have to be masters. What you are suggesting doesn't make any sense at all. Link to comment Share on other sites More sharing options...
GreatSilentOne Posted October 9, 2016 Share Posted October 9, 2016 Couldn't you just save a new blank mod from the CK, then reload with the 2 mods as active ... then switch doors in your new mod ...then make sure your new mod is lower in the load order then the others ???? Guess I've never tried this. Do they have to be masters ...ESMifying ESPs is extremely straightforward, it's really not a big deal. Why it has to be this way is rather simple: If you load the two ESPs into the Creation Kit, make your changes, and then save, whatever changes you make will be saved to the "Active File," without said file actually knowing that it needs the other two ESPs. In other words, every change you made will duplicate from the original two ESPs and save on the active file. Since it's no longer drawing on data in the Helgen Reborn and Elysium Estate ESPs, you've accomplished absolutely nothing. For example, if you swap out the load door in Helgen, your new door won't actually replace the original one, but will co-exist with it. And it also won't link to the Elysium Estate interior, because your ESP doesn't know that Elysium Estate exists. Link to comment Share on other sites More sharing options...
MartyP Posted October 13, 2016 Author Share Posted October 13, 2016 Thanks for the help, Nephenee and GreatSilentOne! It's folks like you that keep this community going! Link to comment Share on other sites More sharing options...
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