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Simple Question: Modifying Existing Spells


scibat

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So all I want to do is change the duration of a few pre-existing spells, then save them as their own mod. I have never used the creation kit, but have watched and read several tutorials, and have a few questions:

 

1. Open Skyrim.esm as active file -- At this step I get some warning: Masterfile Navmeshinfo 00028e38 has no parent space, ignoring (Is this something I need be concerned with? Also if I hit yes I get other warnings too -- Is that normal?)

2. I find the spells I want, change the durations.

3. Here is where I get confused, do I need to delete everything else in the Skyrim.esm before I try to save it as a mod.esp or just leave it alone? In other words will leaving everything else in that huge .esm be a problem or will the game just ignore it?

4. Is there a way to just copy the spells I want into a new file and go from there, and would that be better?

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Well, I´m not an expert but I think I cna answer your questions

 

1- Just Cancel all the warnings, for what I know, you shouldnt worry.

 

2- Its not a question :P

 

3- No, you dont need to delete anything. When you modify something you will notice in the Count column it will have a * after the number, so if the spell has a Count of 20, after the modification it will be 20*.

 

4- I dont see the need to copy the spells, just modify what you want and your changes will be saved on a new .esp file.

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3- No, you dont need to delete anything. When you modify something you will notice in the Count column it will have a * after the number, so if the spell has a Count of 20, after the modification it will be 20*.

 

 

these entries with the * are the only thing the mod is going to save

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