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How di i create .esp plug-ins?


azza1989

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In principal, yes. However, without using sometimes unreliable 3rd party or otherwise ported programs, you'll have to wait for the CK to come out.

 

ye the CK should be out anytime now :)

i just wondered how others managed to make the .esp plug-ins , must do it manually

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In principal, yes. However, without using sometimes unreliable 3rd party or otherwise ported programs, you'll have to wait for the CK to come out.

 

ye the CK should be out anytime now :)

i just wondered how others managed to make the .esp plug-ins , must do it manually

 

There are also some other programs which can simulate the process. I'm the type that wouldn't touch them, because i'd rather have an offical program break (So i know who to complain to) than some random bit i found on the internet, but hey, to each their own.

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There is Skyedit which is probably the easiest, but it is still in alpha versions. (Note: When you want to load a ESP plugin with Skyedit, I found that you have to click on the ESP you want to load and make it active then check that and the master Skyrim.esm to load)

http://www.uesp.net/wiki/Tes5Mod:SkyEdit

 

Also you might try TESSnip through the fallout mod manager. Although editing seems to me pretty difficult in TESSnip because it is mostly hex editing.

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But for what you are trying to achieve wouldn't it be easier to just use console?

For Ex.

player.setav onehanded 100

- Sets one handed skill to 100

&

player.addperk 106258 1

- Adds dual savagery perk

 

http://www.uesp.net/wiki/Tes5Mod:Actor_Value_Indices

http://www.uesp.net/wiki/Skyrim:Skill_Perks#Perks

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