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Ctd esm workaround


lephter

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After pinpointing my mod as reason for the ctd Whiterun crashing i tried multiple angles to tackle the problem. From deleting the Navmesh, to new game , changing the location of the exterior load door ect ect. The Result was always the same :(

 

Vanilla Mode everything works like a charm ...but im , although im new to it ...addicted to mods.Game feels like a zombie without them.

Ive read a few posts bout changing the mod to esm will work so i changed my mod.esp to mod.esm via TES Snip and all of a sudden no more crashes. Still i dont feel enthusiastic bout it ,because ive also read that it could mess up many things and quite a few ppl advise against doing it . Though i havent altered any premade navmeshes within the exterior or elsewhere , is it still likely that my mod will mess up other stuff/things?

 

PS: @ all the expirienced modders here ..if any of you like to help id be more than happy to send you my house mod to have a look at it ...and maybe you find something to resolve these crashes i wasnt able to

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After pinpointing my mod as reason for the ctd Whiterun crashing i tried multiple angles to tackle the problem. From deleting the Navmesh, to new game , changing the location of the exterior load door ect ect. The Result was always the same :(

 

Vanilla Mode everything works like a charm ...but im , although im new to it ...addicted to mods.Game feels like a zombie without them.

Ive read a few posts bout changing the mod to esm will work so i changed my mod.esp to mod.esm via TES Snip and all of a sudden no more crashes. Still i dont feel enthusiastic bout it ,because ive also read that it could mess up many things and quite a few ppl advise against doing it . Though i havent altered any premade navmeshes within the exterior or elsewhere , is it still likely that my mod will mess up other stuff/things?

 

PS: @ all the expirienced modders here ..if any of you like to help id be more than happy to send you my house mod to have a look at it ...and maybe you find something to resolve these crashes i wasnt able to

 

Even though it's now an .esm, it'll still be an esp. If you click on it, there will be a yellow line desription on it explanation, right? Now, you have to put it at the bottom of the .esm lists don't you? I know, I tried this in FO3 because I was hooked too. I have no explanation on what to do. Just letting you know there are other people out there with the same problem.

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The esm should be fine. The only difference is, if you changed or moved any of the vanilla Skyrim objects, they will not be changed ingame, if you're using an esm.

To change things from the vanilla, your mod must be a .esp

Edited by Tamb0
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The esm should be fine. The only difference is, if you changed or moved any of the vanilla Skyrim objects, they will not be changed ingame, if you're using an esm.

To change things from the vanilla, your mod must be a .esp

 

1 more question on esm vs esp:

 

the original esp has a siz of 150 kb, the esm hower is larger 184? how come?

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Only thing on size is just way tes snip does it (you are changing the hdr data, hopefully someone more knowledgeable will let you know) ... can try wrye bash as don't recall getting the increase there or at least the same amount, would have to go ck again to make sure. If want to read more on the esm and navmesh issue there is a long discussion going on over at the Bethesda forums on this in the CK section .. tis a very informative discussion and worth the read.
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The esm should be fine. The only difference is, if you changed or moved any of the vanilla Skyrim objects, they will not be changed ingame, if you're using an esm.

To change things from the vanilla, your mod must be a .esp

 

1 more question on esm vs esp:

 

the original esp has a siz of 150 kb, the esm hower is larger 184? how come?

 

I hope you have a backup. If you do, try this.

 

Copy your .esp file to anther folder. Rename your .esm file to something like TestMod and change the file extension to .esm. You will need to have your folder options set to show file extensions to do this, otherwise it will just rename it TestMod.esm.esp. What you need is Testmod.esm only. When you've done that, move the file into the Skyrim/Data folder.

 

Now load up the CK and and select Testmod.esm as the active file. Load it in the CK and load your mod into the render window. I always move something very slightly, although, some folk say you don't have to. Now just click save.

 

The CK will convert your .esp to a .esm. Load it into the game by selecting it in the launchers Data Files menu. Make sure the original isn't selected. Test if it's working.

 

Now check the file sizes. I'm sure it should be pretty much the same as the original .esp.

 

You can do this only once, so the best bet is to wait until you have completely finished your mod, then convert it. (remember to keep a backup of the .esp, incase you want to change something in the future)

 

You don't need Tessnip to change it to a .esm, however, you do need it to change it back to a .esp. I don't use Tessnip, that's why I always make a backup of my .esp(and sometimes a backup of the backup) :)

Edited by Tamb0
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