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ESP Master, or another way to get optional choices


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Hello all :laugh:

 

For my Immersive Consumable mod, I want a simple way to have every possible permutation, without having a big number of independent, handmade ESPs.

I wanted to have an ESP master of my main mod (VIS or not) then stack on DLC options a player might have. I looked into having a ESP master for FO4, and all the info I found was to turn it into an ESM. This won't work for my mod, since VIS is not a ESM.

FYI, I tried to have the ESP selected when I made a new one mod to cover DLC items, but it didn't work :\

 

 

So I need another option of not having a separate ESP for every possible permutation of VIS and DLCs; hopefully someone has one.

 

thank you! :cool:

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You cant have a non-esm file as a master in the CK (also you cant edit a master file) but you can trigger the CK to think the esp file is a ESM

Open your mod in Fo4edit and in the file header, there is something called "Record Flags". Right click and tick ESM. that way it is still an esp but the CK thinks its an ESM. (Remember to save xD)

Now you can make esp files that depend on that esp file.

Just remember to remove the ESM flag once you're done or the users sorting software will go nuts, cause esm (tagged or real) has to be at the top.

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You cant have a non-esm file as a master in the CK (also you cant edit a master file) but you can trigger the CK to think the esp file is a ESM

Open your mod in Fo4edit and in the file header, there is something called "Record Flags". Right click and tick ESM. that way it is still an esp but the CK thinks its an ESM. (Remember to save xD)

Now you can make esp files that depend on that esp file.

Just remember to remove the ESM flag once you're done or the users sorting software will go nuts, cause esm (tagged or real) has to be at the top.

 

Ahh I see, so the FOEdit info I found won't change it to an ESM, just make it look like one; Perfect :D

thank you!

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You cant have a non-esm file as a master in the CK (also you cant edit a master file) but you can trigger the CK to think the esp file is a ESM

Open your mod in Fo4edit and in the file header, there is something called "Record Flags". Right click and tick ESM. that way it is still an esp but the CK thinks its an ESM. (Remember to save xD)

Now you can make esp files that depend on that esp file.

Just remember to remove the ESM flag once you're done or the users sorting software will go nuts, cause esm (tagged or real) has to be at the top.

 

Ahh I see, so the FOEdit info I found won't change it to an ESM, just make it look like one; Perfect :D

thank you!

 

 

Hmm this didn't seem to work... :\

I flagged the ESP and a ESM, but it was still populated at the top with the rest of the ESMs. WHen I created a test ESP for a DLC, it wasn't taking the info from the my main mod file; since VIS is lower in the order.

 

Other ideas? :(

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WHen I created a test ESP for a DLC, it wasn't taking the info from the my main mod file; since VIS is lower in the order.

CK sorts mods the old "Oblivion" way using timestamps of plugin files, you'll need to redate them manually to change order if your mod manager doesn't do that.

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WHen I created a test ESP for a DLC, it wasn't taking the info from the my main mod file; since VIS is lower in the order.

CK sorts mods the old "Oblivion" way using timestamps of plugin files, you'll need to redate them manually to change order if your mod manager doesn't do that.

 

How does that fix it?

If my ESP is flagged an ESM and keeping it with the rest of the ESMs, how would redating help?

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If I'm understanding you right you want "VIS > your main file > your optional files"? Where VIS is an ESP, meaning you can't use an ESM for your own files as it will appear above VIS in the load order.

 

Using FO4Edit you can add any file as a master of another file. It works just as well with an ESP as an ESM, so there is no need to flag your mod as an ESM when using FO4Edit. The need to flag mods as ESM's comes when working with the CK since the CK will only allow mods that are flagged as ESM's to be master files.

 

So you should open VIS in FO4Edit, set the ESM flag on it and then save. Then use it in the CK to make your main file. Open the main file in FO4Edit, and set the ESM flag on that file. Then use that in the CK to make your optional files. Once you have finished using the CK you can open your main file and VIS, and remove the ESM flag on both of them to set them back to normal ESP's. They will now be working as master files, but will be treated as regular ESP files in the load order.

Edited by a_blind_man
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If I'm understanding you right you want "VIS > your main file > your optional files"? Where VIS is an ESP, meaning you can't use an ESM for your own files as it will appear above VIS in the load order.

 

Using FO4Edit you can add any file as a master of another file. It works just as well with an ESP as an ESM, so there is no need to flag your mod as an ESM when using FO4Edit. The need to flag mods as ESM's comes when working with the CK since the CK will only allow mods that are flagged as ESM's to be master files.

 

So you should open VIS in FO4Edit, set the ESM flag on it and then save. Then use it in the CK to make your main file. Open the main file in FO4Edit, and set the ESM flag on that file. Then use that in the CK to make your optional files. Once you have finished using the CK you can open your main file and VIS, and remove the ESM flag on both of them to set them back to normal ESP's. They will now be working as master files, but will be treated as regular ESP files in the load order.

thank you, I will try this :laugh:

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At a_blind_man.
I tested your suggestion; I took a step out by not modifying the VIS files, since I know that having my main ESP below VIS in the load order works, I flagged it as an ESM in in FO4Edit, created a new test ESP (with my file and Automatron as masters), saved it then removed the ESM flag off of the my main file. While this did allow me to keep it below VIS, the test automatron esp was still not pulling the scripting info from the main file; items from the main file were giving items, but not the ones from the optional file.

Any ideas on why that is?

 

Nope, I redid it and this worked! I wasn't getting the empty, my companion was; I repaired Ada and ~she got the discharged repair kit. I think tested healing my compansions, and they got the empty of my stimpak... so thinks are working, woo!

 

thank you for the help :laugh:

Edited by 0arisaka0
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