uhmattbravo Posted March 31, 2018 Share Posted March 31, 2018 So, sometimes i get a little anxious to play with stuff I make, so i'll make an unfinished mod, start playing with it and make add on .esp's as I play through the game. The problem is that later on, when I get ready to start a new game, I have to go back and manually redo everything into the main plugin. I've heard xEdit can do this but I don't know how. Can anyone help me learn, please? Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted March 31, 2018 Share Posted March 31, 2018 Link to comment Share on other sites More sharing options...
uhmattbravo Posted March 31, 2018 Author Share Posted March 31, 2018 So I tried this on a few weapon mods i'd been meaning to check out as a test, but every time, it adds the ones I copied stuff from as masters, even just the sounds. Does it not work for new forms that were added by the mod you copy from? Link to comment Share on other sites More sharing options...
kingbeast88 Posted April 1, 2018 Share Posted April 1, 2018 If you copy an entry into a new plugin using xedit if it has any reference to the original plugin embedded in it will force master. Example would be copying over a weapon that has a script attached since the script reference is in the original plugin it will add it as master. You have to manually fix that after then clean masters or delete the offending references first, copy the entry over then point to the new reference (which will also need to be copied over into the new plugin first). It's a lot easier using the mereplugins tool by far then trying to manually make a merge using xedit. Unless it needs it for some odd compatibility reason with another mod I'd avoid doing it. Link to comment Share on other sites More sharing options...
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