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Battlehorn Castle Edit


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Battlehorn Castle is my Favorite DLC Player Home. And while there are several mods that enhance or overhaul the castle all together. But I want to try my hand at making my own edits myself. However I am a little big weary editing the dlc. Is there someway for me to create a completely separate mod to basically edit the castle and have it able to be disabled or removed without corrupting the dlc. Meaning if I make a castle edit, and decide I don't like it or it outright doesn't work, I can simple deactivate the esp and reload an earlier save and teh DLC will remain completly the same as it always was.

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Depending on what it is you want to do, enabling and disabling mods that affect other mods could maybe produce one or two interesting side effects. But then again, it might not.

 

If you want to use esp files as masters in an easy way, you could consider giving the Construction Set Extender a try: http://www.nexusmods.com/oblivion/mods/36370

 

With the CSE, you do not need to worry about whether the master is an esp/esm. Also, if you plan on using the CS a lot, you definitely should get the CSE to save yourself some frustration.

 

Hopefully that helps a bit. :thumbsup:

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Cool, will try it out. This is my first time editing cells/worldspaces. The most I've ever dont is placing a chest in a room or an item on the floor or a merchants chest underground for a vendor. So i have zero experience with making/editing big things. But basically I want to experiment around with Battlehorn Castle and things to my liking. More cells, more doorways, more display cases or chests etc. Really whatever looks good. AND i'm going to have to figure out how to make said changes work with purchasable upgrades etc.
I was really hesitant to edit Battlehorn Castle because it is technically an official mod, as it's an ESP rather than an ESM, but if CSE allows me to edit it as if it was an ESM, then i'll give it a whirl.

Edited by Manus812
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The key is to not edit "it". Open the CS, click Data Files, mark the DLC Battlehorn Castle ESP, but do not mark it as the "active" plugin, and the CS will create a new empty plugin with the DLC's as its parent/master. Now you can refer to all records of the DLC inside your own plugin, and what you change therein will change the DLC without ever touching its ESP itself, a "patch" for the DLC, if you like, with the only requirement being that your new ESP loads after the DLC's.

 

Doing this inside the CSE is way more simple than having to work around the "no ESP parents" restriction of the Vanilla CS. You can do exactly like I said above in both, but only the CSE will also "save" the parent with the ESP. Doing above with the CS will work completely fine, until the point where you save your plugin and the parent/master entry gets lost due it being an ESP.

 

I hope I'm making sense.

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