TombRaiser Posted November 5, 2016 Share Posted November 5, 2016 Hi, I'm trying to create a patch to enable compatibility between my mod and another mod, but when I save the patch, it doesn't recognize that mod's ESP file as being a required master. It only shows the original ESMs as required masters. How can I get the CK to recognize the other master ESP? Link to comment Share on other sites More sharing options...
PeterMartyr Posted November 5, 2016 Share Posted November 5, 2016 Esmify it with Wyre Bash or SSEEdit.(1) Use the esmify function in Wrye Bash to esmify the file with the assets that is to be the master.(2) Load up your mod and the .esp master in the CK at the same time with your file as the active file.(3) Make edits to the master, or use content from the master.(4) Save the file.(5) Use the espify function in Wrye Bash espify that which you esmified in step 1. (You must do this or Skyrim will be all messed up when you play. Like maybe the ground won't be there. Should you save while the game is messed up, that savegame will be totally ruined and fit only to be deleted.)(6) Play-test.(7) Go back to step 1 to make more edits or fix bugs. or use Header in xEdit to do the same to the master ESP Link to comment Share on other sites More sharing options...
TombRaiser Posted November 5, 2016 Author Share Posted November 5, 2016 (edited) I ended up using the last option, editing the header in SSEEdit. Thanks for the information. Edited November 28, 2016 by TombRaiser Link to comment Share on other sites More sharing options...
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