KiokothePirate Posted August 8, 2018 Share Posted August 8, 2018 So I'm trying to make a mod to modify a spell added by the Ordinator - Perks of Skyrim mod and I just wanted to get clarification on the steps to do so. As I understand it, I load the ordinator mod into the creation kit and convert it into a master file. I then make my changes, save my new mod, and then convert ordinator back to a regular .esp. Is this correct? Link to comment Share on other sites More sharing options...
KiokothePirate Posted August 16, 2018 Author Share Posted August 16, 2018 (edited) Ok, so I went ahead and performed the following actions: 1: Used Wrye Bash to convert Ordinators Perks.esp into an. esm file.2: Loaded that esm into the CK and made my desired changes.3: Saved those changes as a new .esp. Now when I look at the new esp in NMM it says it require Ordinators esm, but I heard that once you've made your changes you convert the esm back to an esp. So in my load order I should just have the ordinator esp and my new esp. Is this correct? Edited August 16, 2018 by KiokothePirate Link to comment Share on other sites More sharing options...
Deleted3897072User Posted August 17, 2018 Share Posted August 17, 2018 Firstly, you don't convert the esm back into an esp, you just uninstall the esm and install the original esp. Secondly, you need to edit the header of your new plugin to reference the esp instead of the esm. You can't do that in the CK but you can easily do it in, for example, SSEEdit. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 17, 2018 Share Posted August 17, 2018 Confused.... If you use Wrye Bash to "esmify" a plugin, it retains the ESP extension. Then when done with your edits, you "espify" it back. Your plugin would then require the ESP file. No idea where you got the ESM extension from. Esmify and Espify are in the right click context menu. In other words, right click on a plugin and depending on its status you'll either have Espify or Esmify. Workflow:1. Esmify the intended parent ESP with Wrye Bash2. Load the esmified ESP in the Creation Kit (do not mark it as active)3. Make whatever edits4. Save to create a new ESP plugin5. Espfiy the plugin from step 16. Test all changes in game.At no point in this process does the extension for the parent master get changed from ESP to ESM. Link to comment Share on other sites More sharing options...
KiokothePirate Posted August 17, 2018 Author Share Posted August 17, 2018 Confused.... If you use Wrye Bash to "esmify" a plugin, it retains the ESP extension. Then when done with your edits, you "espify" it back. Your plugin would then require the ESP file. No idea where you got the ESM extension from. Esmify and Espify are in the right click context menu. In other words, right click on a plugin and depending on its status you'll either have Espify or Esmify. Workflow:1. Esmify the intended parent ESP with Wrye Bash2. Load the esmified ESP in the Creation Kit (do not mark it as active)3. Make whatever edits4. Save to create a new ESP plugin5. Espfiy the plugin from step 16. Test all changes in game.At no point in this process does the extension for the parent master get changed from ESP to ESM.I used the "Copy to ESM" option in Wrye and when I look at the file it lists the file type as ESM. Does ESMify do things differently? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 17, 2018 Share Posted August 17, 2018 Yes, Esmify only converts the internal bit that tells the CK it is a master file instead of a standard plugin. Espfiy reverts that bit. It is the same thing as going into xEdit and opening the header section of the plugin and manually changing the field yourself. Link to comment Share on other sites More sharing options...
KiokothePirate Posted August 18, 2018 Author Share Posted August 18, 2018 I see. Awesome, I'll give that a try. Thank you. Link to comment Share on other sites More sharing options...
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