todiros Posted July 31, 2012 Share Posted July 31, 2012 (edited) Hi to all, I have couple questions about CK, which I need to answer before I start doing anything. 1. Can I open mod, from another folder rather than from Data folder? I have a mod that I want to upgrade and I don't know if it would work. The mod is loaded in game, and I'm using it in my save, that's why I cant make any permanent modification. I want somehow to load a copy of that mod, and saving any changes to it, without overwriting the original one, and damaging my save. Only after I finished every modifications, and I'm sure that It will going to work, to replace it with the original. And why there isn't Save As function? 2. I want certain item to be crafted/upgraded/melted, but only if i met determined requirements.e.g. I want a sword to be available for crafting only if the player is >= 30 level and/or has OH skill at 100. I know how the procedure is going, but I just can't find these options in requirement field. :unsure: Thanks in advance! :) Edited July 31, 2012 by todiros Link to comment Share on other sites More sharing options...
GileadMaerlyn Posted July 31, 2012 Share Posted July 31, 2012 1. Create a backup of your mod (copy/paste it somewhere else or copy and rename it), do you modifications on the one you left in the data folder and if you want to go back to the way it was before your modifications, just put your backup back in the data folder. Link to comment Share on other sites More sharing options...
todiros Posted July 31, 2012 Author Share Posted July 31, 2012 1. Create a backup of your mod (copy/paste it somewhere else or copy and rename it), do you modifications on the one you left in the data folder and if you want to go back to the way it was before your modifications, just put your backup back in the data folder. The mod is huge, there are lot of folders, meshes, scripts, sounds and such, also I have tons of other mods which use that folders. It isn't impossible to separate them, but its pain in the a*s. The main thing I'm worried about is that the mod is actually a player house with a lot of mannequins and chests, in which I've stored a tons of items. Thanks though! If that's the only way, I better start removing my items. P.S. e.g. If I have one .esp file which adds a three craftable armors, but I want the three armors to be separated in three files for each armor. Can that be done? Or i need to make everything from scratch again? That would be possible if the CK has Save As option, but it doesn't. How that is possible? :ohmy: Link to comment Share on other sites More sharing options...
jroin Posted July 31, 2012 Share Posted July 31, 2012 e.g. If I have one .esp file which adds a three craftable armors, but I want the three armors to be separated in three files for each armor. Can that be done? Or i need to make everything from scratch again? You could make (3) copies of the ESP. (example: C1 => "armor of incredible woopass.esp", C2 => "armor of unbelievable ownage.esp" and C3 => "The überleed armor.esp") then you open these esp's and remove the not needed armors (don't forget to save them afterwards though). Link to comment Share on other sites More sharing options...
GileadMaerlyn Posted July 31, 2012 Share Posted July 31, 2012 (edited) 1. Create a backup of your mod (copy/paste it somewhere else or copy and rename it), do you modifications on the one you left in the data folder and if you want to go back to the way it was before your modifications, just put your backup back in the data folder. The mod is huge, there are lot of folders, meshes, scripts, sounds and such, also I have tons of other mods which use that folders. It isn't impossible to separate them, but its pain in the a*s. The main thing I'm worried about is that the mod is actually a player house with a lot of mannequins and chests, in which I've stored a tons of items. Thanks though! If that's the only way, I better start removing my items. P.S. e.g. If I have one .esp file which adds a three craftable armors, but I want the three armors to be separated in three files for each armor. Can that be done? Or i need to make everything from scratch again? That would be possible if the CK has Save As option, but it doesn't. How that is possible? :ohmy: The CK only affects .esp files, not the rest of your mod, such as models, etc... Just backup the one you are modifying.EDIT: Come to think of it, It only modifies the scripts. Edited July 31, 2012 by Gilead Maerlyn Link to comment Share on other sites More sharing options...
todiros Posted July 31, 2012 Author Share Posted July 31, 2012 The CK only affects .esp files, not the rest of your mod, such as models, etc... Just backup the one you are modifying.EDIT: Come to think of it, It only modifies the scripts. So I need to backup only .esp files? Or also the scripts folder? You could make (3) copies of the ESP. (example: C1 => "armor of incredible woopass.esp", C2 => "armor of unbelievable ownage.esp" and C3 => "The überleed armor.esp") then you open these esp's and remove the not needed armors (don't forget to save them afterwards though). Did not know I can rename them freely, that is just wonderful. You both guys helped me a lot. Thanks, and kudos for both! :thumbsup: Link to comment Share on other sites More sharing options...
jroin Posted July 31, 2012 Share Posted July 31, 2012 You did understand that I meant COPY - PAST, right?? so you get a esp file that's called "copy------.esp" Link to comment Share on other sites More sharing options...
GileadMaerlyn Posted July 31, 2012 Share Posted July 31, 2012 (edited) The CK only affects .esp files, not the rest of your mod, such as models, etc... Just backup the one you are modifying.EDIT: Come to think of it, It only modifies the scripts. So I need to backup only .esp files? Or also the scripts folder?If you don't modify the scripts (edit them and build them), you don't need to do a backup for them, just the esp. Edited July 31, 2012 by Gilead Maerlyn Link to comment Share on other sites More sharing options...
todiros Posted August 1, 2012 Author Share Posted August 1, 2012 If you don't modify the scripts (edit them and build them), you don't need to do a backup for them, just the esp. Ahh ok. Thanks. You did understand that I meant COPY - PAST, right?? so you get a esp file that's called "copy------.esp" Yes of course. :wink: But can I rename the copies? I just tried to run a mod from a renamed copy, and it works, so I guess they can be renamed. Link to comment Share on other sites More sharing options...
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