scibat Posted May 11, 2012 Share Posted May 11, 2012 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? Link to comment Share on other sites More sharing options...
sercho Posted May 11, 2012 Share Posted May 11, 2012 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. Link to comment Share on other sites More sharing options...
cscottydont Posted May 12, 2012 Share Posted May 12, 2012 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 Link to comment Share on other sites More sharing options...
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