HermaeusPriest Posted January 16, 2018 Share Posted January 16, 2018 So this is a problem: I'm trying to modify ESP with an other ESP. Say one ESP is a house, and the other should add a sword to this house.When I save "sword.esp", next time I open it, I've got the DUPLICATE001 of house with the sword in it, and no changes to the original house.I added "house.esp" as the master-file for "sword.esp" in Tes5edit, but it doesn't help. Didn't find any other solution.Help, please! Link to comment Share on other sites More sharing options...
TangerineDog Posted January 16, 2018 Share Posted January 16, 2018 Make the house.esp an .esm.Then add the sword again and save as a new .esp. Link to comment Share on other sites More sharing options...
HermaeusPriest Posted January 16, 2018 Author Share Posted January 16, 2018 (edited) How do I do this? Simply renaming esp to esm doesn't work. Adding them as a masters in TES5edit - too - it shows all the master files when I load CK, but after saving it removes all masters exept of the original ones (Skyrim, Dawnguard, Dragonborn).And yeah, the other problem is if the sword itself comes with separate mod - it doesn't appear at all!But I guess it's s a part of the same problem. Edited January 16, 2018 by HermaeusPriest Link to comment Share on other sites More sharing options...
TangerineDog Posted January 16, 2018 Share Posted January 16, 2018 (edited) Two ways: either use Wrye Bash's esmify function OR open the renamed file in the CK and save it. And yes, .esps can't really be used as masters. Only .esms. Edited January 16, 2018 by TangerineDog Link to comment Share on other sites More sharing options...
HermaeusPriest Posted January 16, 2018 Author Share Posted January 16, 2018 (edited) If I use the second way (re-saving) will other users be able to use my mod without downloading the renamed masters?Cause part of the task is to make my mod compatible with the original "house.esp" and "sword.esp"...honestly the same question is for Wrye Bash option.p.s. used the other prog for esp->esm convertion (Bash refused to open), but this actualy helped, thanx a lot!Still I wonder if my mod will work with the original versions of "house.esp" and "sword.esp" or will it require the new "esmified" versions. Anyway I think I can figure this out on my own, thanx again! Edited January 16, 2018 by HermaeusPriest Link to comment Share on other sites More sharing options...
TangerineDog Posted January 16, 2018 Share Posted January 16, 2018 The house.esm would replace the house.esp, both for you and everyone else. You could go ahead and delete house.esp, and everything would still work fine. Everything, even the house mod - it's ok the .esm, which could, should the need arise, always be edited via another .esp or just converted back into one. Link to comment Share on other sites More sharing options...
HermaeusPriest Posted January 16, 2018 Author Share Posted January 16, 2018 Well, I mean will it work with house.esp, without house.esm? Link to comment Share on other sites More sharing options...
TangerineDog Posted January 16, 2018 Share Posted January 16, 2018 (edited) Well, I mean will it work with house.esp, without house.esm? And I mean no, it will not, because house.em will have to replace house.esp. As soon as you need house to be a master, it needs to be an .esm, and the .esm will make house.esp superfluous. If you want sword.esp - which will have the master house.em - to work on another PC, this PC needs to have house.esm, which does everything house.esp does.Also, sword.esp can't use house.esp, so nobody would need house.esp anymore - it just isn't needed anymore. Edited January 16, 2018 by TangerineDog Link to comment Share on other sites More sharing options...
Algabar Posted January 16, 2018 Share Posted January 16, 2018 (edited) Hmm... maybe I'm just making a big mistake, but I think this could be done easier: 1. Open up house.esp and sword.esp in the CK. Set house.esp as active file.2. Look for the sword, duplicate it.3. Save.4. Load house.esp again, this time with sowrd.esp unchecked. In other words: Only load house.esp as active file.5. The duplicated sword should now be part of your house.esp. Find it, rename it as you see fit an place it in your house.6. Save house.esp again. At least for adding simple assets (e.g. spells) to another esp, this method worked for me. EDIT: Don't forget to provide the meshes and textures for the sword together with your house mod - otherwise you will have missing assets. Edited January 16, 2018 by Algabar Link to comment Share on other sites More sharing options...
TangerineDog Posted January 16, 2018 Share Posted January 16, 2018 EDIT: Don't forget to provide the meshes and textures for the sword together with your house mod - otherwise you will have missing assets.That's a good point. The edit you've described however has the downside that the sword would now be a part of house.esp forever, even if you want the house but not the sword. Link to comment Share on other sites More sharing options...
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