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[LE] CK creating duplicates


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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.

 

 

Well that's bad

 

Cause part of the task is to make my mod compatible with the original "house.esp" and "sword.esp"

 

 

And it shuld not be a standalone.

 

 

Edited by HermaeusPriest
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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.

Same. It should not be a part of any of the mods, it should be like a separate patch that combines the house and the sword, but only if the player has downloaded house.esp AND sword.esp AND the patch.

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Hmm... maybe I'm just making a big mistake, but I think this could be done easier:

Â

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.

Â

At least for adding simple assets (e.g. spells) to another esp, this method worked for me.

Â

EDIT: Don't forget to provide the meshes and textures for the sword together with your house mod - otherwise you will have missing assets.

Same. It should not be a part of any of the mods, it should be like a separate patch that combines the house and the sword, but only if the player has downloaded house.esp AND sword.esp AND the patch.
Ooh!

In that case, you need to make house AND sword .esms!

Sorry, it's just how it works.

 

If it's any consolation, an .esp and an .esm in the loading list function exactly the same, with the possibility of being used as a master as the exception.

That means that - as long as the file name's the same - you can just delete house.esp, activate house.esm and you won't notice any changes in game. Not even the 'missing content'-warning will show when you load a save!

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Eeh.. I kinda figured it out... I guess...
The solution was closer then I thought, I just needed to read ALL the "parent mod" description. :wallbash:

 

the problem is if my file depends on House.esm it won't recognise House.esp, and this is needed for House.esp is made not by me.

 

The thing is I need to make "house.esp" to function like .esm, but still remain .esp... but for this I need freakin wrye bash (that still doesn't work). Maybe if I turn it into .esm with my other program, and then manually rename back to .esp... It can actually work...
and there's only one way to know it :)

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Eeh.. I kinda figured it out... I guess...

The solution was closer then I thought, I just needed to read ALL the "parent mod" description. :wallbash:

 

the problem is if my file depends on House.esm it won't recognise House.esp, and this is needed for House.esp is made not by me.

 

The thing is I need to make "house.esp" to function like .esm, but still remain .esp... but for this I need freakin wrye bash (that still doesn't work). Maybe if I turn it into .esm with my other program, and then manually rename back to .esp... It can actually work...

and there's only one way to know it :smile:

 

Sorry, but still no.

 

See, the CK will remove any dependencies on .esps upon loading!

 

To make them viable as masters, the file header needs to mark them as .esms - that's what Wrye Bash does, change the file header. You called it 'function like .esm'.

But even when you use Wrye Bash to get house.esp with the master file header, it's an edited version everyone would need to play your mod!

So if you change the file header and add house.esp to your master list, it will not work with an unedited version of house.esp!

 

BUT THERE IS HOPE!

The only way to get your mod to use an .esp as master is to convert that .esp to an .esm and make your mod.

Then, when you're all done, open it in Wrye Bash, remove the .esm from the master list and add the .esp instead.

It will work in the game, in fact in any game that has house.esp loaded.

As long as you don't load your mod in the CK again, you're fine, but if you do, the dependencies on the .esp will be removed and you'll be left with nothing.

It's best to back the .esp up before you remove the master in case you ever want to edit it again.

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Now THIS is helpful!

Honestly what I want is to make a small addon to Dragonborn Gallery. Didn't wanna mention it while waiting for the permission, but now I think it's OK cause it's written in the description that "feel free to create addon content that uses the museum as a master file".

Aaaand that's what also written on the mod page:
"Using Wrye Bash you must right click on the LegacyoftheDragonborn.esp and choose "ESM-FY" this turns Legacy's master flag on, but allows it to remain as an ESP file."

But your solution seems nice too, especially the fact that I can do it using other programs (Tes4edit for example), without Wrye Bash,

And I already contacted the mod author, hope he will help me.

Anyway thank you all for helping!

Edited by HermaeusPriest
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I think you have got there eventually, its the way we make patches for mods. You temporarily change the header of the esp your working with to esm for the purposes of working in the CK. You load both your esp and the esmified one and make the changes you want in your esp and save. Your esp will remember the esmified one is a master even after you have converted it back to an esp again.

 

But beware - You got to remember to use esmified version every time you load them into the CK otherwise it will forget it was a master and you will lose all previous changes when you save.

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Yeah, I'm alredy making the mod, and everyting's working.

BTW I found it easyer to have two versions of the master file - one is ESMfied for CK, other original, for testing.
Pretty easy considering I use Mod Organizer to run Skyrim, and it has original Legacy file. And then I run CK from the game directory and load the ESMfied file.
It's.. just a small tip, maybe someone else can use it:)

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