MisterB1969 Posted April 8, 2017 Share Posted April 8, 2017 I have tried three times to make a patch for two mods (harvest overhaul creations & my mod Magic of Food & Drink). But after adding the masters through WryeBash and Tes5Edit, once I finish making the changes into the creation kit and save. The masters drop, and all my work is removed. Link to comment Share on other sites More sharing options...
agerweb Posted April 8, 2017 Share Posted April 8, 2017 Are you making the mods you are patching masters before loading you esp into th ck. If not any save you make will not include changes to those mods. Link to comment Share on other sites More sharing options...
MisterB1969 Posted April 9, 2017 Author Share Posted April 9, 2017 Yes I did. I made the patch first in Tes5Edit. And added the masters that way. Link to comment Share on other sites More sharing options...
dailyplanet Posted April 10, 2017 Share Posted April 10, 2017 As I remember creation kit only accepts .esm as masters. Link to comment Share on other sites More sharing options...
agerweb Posted April 11, 2017 Share Posted April 11, 2017 No the ck will accept an esp master as long as you have changed its header in TesVedit. After you are done in the CK the new plugin will continue to treat the esp being patched as a master once the esm header has been removed. Link to comment Share on other sites More sharing options...
dailyplanet Posted April 11, 2017 Share Posted April 11, 2017 Really? That's good to know. I always thought ck won't accept .esp as masters. So what exactly need to be changed? Link to comment Share on other sites More sharing options...
MisterB1969 Posted April 11, 2017 Author Share Posted April 11, 2017 Okay.. though what you guys are saying is going over my head. How do I "do" what you suggest? Cause I've made quite a few patches in the past, and now I wonder if I even did them right. Link to comment Share on other sites More sharing options...
soupdragon1234 Posted April 11, 2017 Share Posted April 11, 2017 (edited) He means load your original mod in xEdit, goto > File Header > Record Flags > Edit > tick box marked "ESM", save. Then the CK will treat your original mod as a master. When you've done creating the patch edit the original file again and remove the ESM flag as some mods do not like being .esm's and will not function correctly if they are. (n.b. it is possible to not to add the .esm flag but you'll then have to re-add the original mod to the patch mod's Master Files list (File Header, again) after every single save from the CK as the CK will "drop" the file as you noticed. But thats tedious to say the least) Edited April 11, 2017 by soupdragon1234 Link to comment Share on other sites More sharing options...
Urtho Posted April 12, 2017 Share Posted April 12, 2017 Make sure all mods the patch will be mastered off of have the ESM flag set or this won't work. This includes the mod that isn't yours that you're attempting to patch, you'll have to open that mod up in Wrye or xEdit and set the ESM flag in the header or the CK will strip the masters from your patch when saving. Link to comment Share on other sites More sharing options...
MisterB1969 Posted May 24, 2017 Author Share Posted May 24, 2017 Okay in my Creation Kit, the file Header is there, but there is no information being listed. How do I turn that function on so i can turn them into ESMs ? Link to comment Share on other sites More sharing options...
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