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[LE] Editing a cell added by another mod, replaces entire cell?


corrado33

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If I have two mods, say mod A and mod B.

 

Mod A adds a player house to the game.

 

Mod B adds a chest to that house.

 

If I load mod A then Mod B and try to coc to the location, everything in the house is gone. (Except for the chest.) Do I literally have to replicate the house in mod B if I want it work?

Edited by corrado33
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You need to make mod A a parent master to mod B. To do this you have to trick the Creation Kit in thinking that mod A is an ESM file. This is done by using Wrye Bash to 'esmify' the mod A plugin. The same thing can be done with xEdit (TES5Edit, FO4Edit, SSEEdit, whatever flavor for whichever game) by going into the header section of mod A plugin and changing the bit that indicates if the file is a parent or child plugin. When done making your edits to mod A, save your mod B plugin. Then using Wrye Bash 'espify' the mod A plugin (adjust load order position if necessary) and test your changes in game.

 

Step by step walk through:

https://forums.nexusmods.com/index.php?/topic/754151-tutorials-without-youtoob/page-2&do=findComment&comment=6035531

Due note that some things have changed since the link above was posted. You will find minor differences in behavior as well as one suggested but not necessary INI edit no longer functioning. However on the whole, it is still the process needed to do what you want.

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You need to make mod A a parent master to mod B. To do this you have to trick the Creation Kit in thinking that mod A is an ESM file. This is done by using Wrye Bash to 'esmify' the mod A plugin. The same thing can be done with xEdit (TES5Edit, FO4Edit, SSEEdit, whatever flavor for whichever game) by going into the header section of mod A plugin and changing the bit that indicates if the file is a parent or child plugin. When done making your edits to mod A, save your mod B plugin. Then using Wrye Bash 'espify' the mod A plugin (adjust load order position if necessary) and test your changes in game.

 

Step by step walk through:

https://forums.nexusmods.com/index.php?/topic/754151-tutorials-without-youtoob/page-2&do=findComment&comment=6035531

Due note that some things have changed since the link above was posted. You will find minor differences in behavior as well as one suggested but not necessary INI edit no longer functioning. However on the whole, it is still the process needed to do what you want.

I ended up doing something similar to that. I made Mod A a master (simply by changing the extension to esm, then opening/saving it in creation kit), then opened mod B while have mod A (master) open. Then I did stuff and saved Mod B.

 

That worked fine. I did not, however, attempt to "espify" mod A again. I will try that now.

 

EDIT: Thanks :)

Edited by corrado33
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If you change the extension, and make a mod dependent upon that, the child mod will expect an ESM rather than an ESP. Should you share the plugin with others they won't have an ESM version. This is why you need to 'esmify' and then 'espify'. It allows the child plugin to have an ESP parent which is otherwise impossible.

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If you change the extension, and make a mod dependent upon that, the child mod will expect an ESM rather than an ESP. Should you share the plugin with others they won't have an ESM version. This is why you need to 'esmify' and then 'espify'. It allows the child plugin to have an ESP parent which is otherwise impossible.

 

Finally got around to doing this, and wyre bash worked perfectly. (While simply renaming did not...) Thanks!

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Be aware that "making master" does not mean setting it as ESM.

You just need to load the other mod in CK before creating your mod.

And then editing it.

 

This will make the other mod as master (that means a dependency mod)

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Be aware that "making master" does not mean setting it as ESM.

You just need to load the other mod in CK before creating your mod.

And then editing it.

 

This will make the other mod as master (that means a dependency mod)

Go ahead and try that. The CK will not allow an ESP to be a master. Not without tricking it into thinking that that ESP is an ESM. This is the whole point to the existence of the 'esmify' and 'espify' commands in Wrye Bash.

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Be aware that "making master" does not mean setting it as ESM.

You just need to load the other mod in CK before creating your mod.

And then editing it.

 

This will make the other mod as master (that means a dependency mod)

Agreed with the post above. This doesn't work. (I know this because it's exactly what I did originally, which led me to creating this thread.)

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