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Can't make esp to esm anymore


nikitooli

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Hello,so i have watched tutorials how to make an esm with the FO4Edit and it was working for me 2 months ago but now when i save it and return to the GECK it doesn't recognize the changes.The files are still being read as esp. Please help.

Edited by nikitooli
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I'm having trouble understanding your initial post. So I'm assuming the problem you have is that you are loading an ESP trying to use it as a master file and making a new plugin referencing records from the ESP? If that is correct then keep reading.

 

Back when Bethesda released the CK update to support ESL files (CK v1.10.15) they changed how it recognizes "master" files.

 

Previously the logic was to look for and determine regular plugin vs master was to: Look in data folder for ESP and ESM files, then look for the flag that says it's a master. Then if it found the flag it treated it as such.

 

Now the logic seems to be ONLY look at the file extension. So ESM and ESL are treated as "masters" regardless of the header flag, and ESP is always treated as a normal plugin. This means if you use an ESP in any fashion whether the master flag is set or not, when you save your plugin referencing things in an ESP, those references will be removed.

 

So if you are loading ESPs as masters and trying to save you need to either:

1) use an older version of the CK with the prior logic regarding masters. (RECOMMENDED)

2) rename the ESP to ESM and load, do your editing, save, rename back to ESP and then edit your new plugin to change the file it looks for from ESM to ESP.

 

Option 2 is obviously a lot more work and prone to error if you forget something. However if you don't have a previous backup copy of the CreationKit.exe file then that may be your only choice.

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I'm having trouble understanding your initial post. So I'm assuming the problem you have is that you are loading an ESP trying to use it as a master file and making a new plugin referencing records from the ESP? If that is correct then keep reading.

 

Back when Bethesda released the CK update to support ESL files (CK v1.10.15) they changed how it recognizes "master" files.

 

Previously the logic was to look for and determine regular plugin vs master was to: Look in data folder for ESP and ESM files, then look for the flag that says it's a master. Then if it found the flag it treated it as such.

 

Now the logic seems to be ONLY look at the file extension. So ESM and ESL are treated as "masters" regardless of the header flag, and ESP is always treated as a normal plugin. This means if you use an ESP in any fashion whether the master flag is set or not, when you save your plugin referencing things in an ESP, those references will be removed.

 

So if you are loading ESPs as masters and trying to save you need to either:

1) use an older version of the CK with the prior logic regarding masters. (RECOMMENDED)

2) rename the ESP to ESM and load, do your editing, save, rename back to ESP and then edit your new plugin to change the file it looks for from ESM to ESP.

 

Option 2 is obviously a lot more work and prone to error if you forget something. However if you don't have a previous backup copy of the CreationKit.exe file then that may be your only choice.

That's f*ckin cute! Why the hell did they do that?!! :yucky:

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