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Wyre bash help on turning esp to esm


AlphaWoIF

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im trying to turn my esp file in to an esm master file so others can make plugin mods for it and im using wyre bash as was suggested to me BUT!.

But all the info i can find is not detailed enough for me to understand, i they say i should just esmify my esp and then it starts to gets sketchy, as i only have esmifiy self and after that it still has the esp file extention and after i rename it to .esm my mod is broke on loading it up to test.

things i need to know

1: do i esmify the esp before i use the ck to pack my files in to a bsa or after?

 

what i guess i really need is a step by step info guide. as everything ive done breaks the mod

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To get an .esm extension, you will need to use a tool like Windows Explorer. Here is a link to a page on the wiki which also has links elewhere: Creating Custom Master Files. It has some details on how to do this.

 

The CK stinks at packaging files. Don't use it. Use Archive.exe instead. it is located in *Installation Directory*\Skyrim\SteamApps\common\skyrim. Archive.exe is better at packaging all types of files associated with your .esp and .esm.

Edited by David Brasher
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To get an .esm extension, you will need to use a tool like Windows Explorer. Here is a link to a page on the wiki which also has links elewhere: Creating Custom Master Files. It has some details on how to do this.

 

The CK stinks at packaging files. Don't use it. Use Archive.exe instead. it is located in *Installation Directory*\Skyrim\SteamApps\common\skyrim. Archive.exe is better at packaging all types of files associated with your .esp and .esm.

 

thank you

 

but i was freaking out as i was loading in to a save game and all the custom race parts were missing from my player like the players head. but i found that when i enterd the race menu they were all ok and i just needed to reply them. but i have one main issue left after changing to esm it seems the custom npc blacksmith i have set up in riverwood is there when i load the save game but if i visit white run or anywhere els and go straight back he is totally missing , so i spawned him and did left and returned and then there were 2 of them.

this npc is vital to the mod as he he sells all the gear its based on .

everything seems fine but that npc.

Edited by AlphaWoIF
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You do not pack your .esp or .esm into the .bsa. A .bsa file just contains things like meshes, textures, sounds, and scripts. You don't pack your readme file into the .bsa either.
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You do not pack your .esp or .esm into the .bsa. A .bsa file just contains things like meshes, textures, sounds, and scripts. You don't pack your readme file into the .bsa either.

thanks for the rapid response as im in the middle of this , im just slightly confused as to how my esp will link to the archive once its done .

also what does the restrict option below do ? and do i have to alter the root dir in the entry where it just says data.

sory for being a pain but im trying to use a tool that there is no information on

Edited by AlphaWoIF
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The meshes, textures, sounds, and scripts don't even need to link to your .esp and/or .esm. They just have to sit there in exactly the proper directory until something from the mod calls for them. This means you do not even have to name the .bsa the same as your .esp although it is customary and makes good sense.

 

Example:

ScaryDungeon.esp

ScaryDungeon.esm

ScaryDungeon.bsa

Readme - ScaryDungeon.txt

 

A .bsa file is just a compressed version of the loose files you would upload with an old-school loose files mod. You keep the directory structure exactly the same.

 

I ought to go add some documentation to the wiki on how to use Archive.exe. The wiki is full of junk I will never use but leaves out the most vital stuff.

 

For a mod with meshes, textures, sounds, and scripts, I believe you will need to check these boxes:

Meshes

Textures

Menus

Sounds

Voices

Misc

Compress Archive

Retain Directory Names

Retain File Names

 

Leave Root Dir alone. It should say "Data"

Leave Restrict alone. It should be blank.

Edited by David Brasher
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One again i thank you you for always being there when i have esp esm questions as you are always the first to assist. i had already found a very breif post saying about the boxes but i need things to be very descriptive or my mind will just create questions, just the way its works. and yeah it looks like the file size of the bsa archive is atot smaller than the ck created one.

kudos my friend :)

 

UPDATE

i just tried the mod and all the stuff was missing :(

looks like i will have to go back to the steam bsa creator

Edited by AlphaWoIF
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Yeah, David Brasher is right, all your additional files, like meshes, textures or scripts go to the bsa file, not your .esm/.esp. I personally prefer FO3 Archive Utility to create bsa's. Just make sure, your bsa-file name is matching your esp's name, I think it's important.

 

There is also an issue if you put a modified vanilla script in an bsa archive, the game will not recognize it. In this case you would have to add it as a loose file to your mod (Data\Scripts folder).

Edited by Ghaunadaur
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