MTichenor Posted August 1, 2012 Share Posted August 1, 2012 I started modding sometime middle of last week. I've watched a few tutorials, read up on the creation kit, and then started digging into the scripting reference. However, one thing has eluded me and I need help. I obtained permission from Tupii, Dragten, JaySuS, Elys, Hothtrooper44, and Nivea to use their mods as prerequisite requirements ( master files ) for my own mods, so that I could simply overwrite the weights and recipes that are included in their ESP files. I thought that would be easy...just select all the files in the list of mods that you need, set the last one (your own) as the active plug-in, make the changes, and save it. I know, you're probably laughing right now. I'm sorry. I'm a n00b. I admit it. Try not to get a hernia from laughing too hard. So, now that that's out of the way... I know how to set another mod as a master to my own mods using Wrye Bash. I tried doing exactly that, then loading up the mod with CK, duplicating an item that one of the mods had created (for testing purposes), renamed it, and saved it. Loading it in Skyrim didn't do anything...it was as if the object never existed, and when I opened the mod back up in CK, it was giving me all sorts of nasty messages, and didn't list the other mods as masters anymore. How do I make a mod that will use another ESP as a master file, allowing me to over-ride the names/weights/etc of the original ESP file values (or duplicate the items contained therein successfully), such that I can later publish the mod and tell people "just install the other persons mod and make sure the ESP is higher in the load order"? Link to comment Share on other sites More sharing options...
Ghaunadaur Posted August 1, 2012 Share Posted August 1, 2012 Every time you save your plugin in the CK, the dependencies will be removed. I think you have 2 choices: Either you add the master .esp's each time after you saved, or you convert the master .esp's to .esm's so CK will accept them as 'real' master files. Link to comment Share on other sites More sharing options...
MTichenor Posted August 1, 2012 Author Share Posted August 1, 2012 (edited) Every time you save your plugin in the CK, the dependencies will be removed. I think you have 2 choices: Either you add the master .esp's each time after you saved, or you convert the master .esp's to .esm's so CK will accept them as 'real' master files. So if I convert the other mods to ESM files and actually use them as such during the development of the mod, is it possible to use Wrye Bash to remove the ESMs from the master list of the mod and re-add them to the master list as ESP files for the final publication...and not have any problems? Edited August 1, 2012 by IndigoNeko Link to comment Share on other sites More sharing options...
Ghaunadaur Posted August 1, 2012 Share Posted August 1, 2012 That's a good question. I don't know of an option in Wrye Bash to remove masters. What you could do, is to esmify the master esp's, not convert.They are still esp's but they'll have the flag for an esm file, so CK will not remove them on save. But that's not for sure, you'll have to test it. Link to comment Share on other sites More sharing options...
MTichenor Posted August 1, 2012 Author Share Posted August 1, 2012 That's a good question. I don't know of an option in Wrye Bash to remove masters. What you could do, is to esmify the master esp's, not convert.They are still esp's but they'll have the flag for an esm file, so CK will not remove them on save. But that's not for sure, you'll have to test it. Thank you! I'll start testing that out then....just as soon as I finish baking pizza. :thumbsup: Link to comment Share on other sites More sharing options...
MTichenor Posted August 1, 2012 Author Share Posted August 1, 2012 (edited) Okay, it turns out this is a multiple step process, as determined by much head-smashing and keyboard-breaking.The first part is the most important part, and isn't documented anywhere that I've seen. I stumbled across it when I broke down and used google with random keywords that were related to modding.First, in order to use multiple master files in Creation Kit, you need to add bAllowMultipleMasterLoads=1 under [General] in SkyrimEditor.ini in the Skyrim folder. Second, you use Wrye Bash to create a mod and individually add the ESP files as masters by right-clicking your new mod and using "Add Master..." in the same order that they would be in the load order list. Third, when you're done adding your list of files you want to use as masters to your mod, you right-click your mod and select "Espify Masters". They're still ESPs, as you said, but they're considered master files by the Creation Kit...and treated as such. Easy enough...but why the hell isn't this anywhere in the tutorials for Creation Kit? Seems like critical information. EDIT: Don't do this. See next post. Edited August 1, 2012 by IndigoNeko Link to comment Share on other sites More sharing options...
MTichenor Posted August 1, 2012 Author Share Posted August 1, 2012 Final Update: T3nd0 explained the process to me. It's simpler than I was thinking it was. No need to esmify mods or make esps into esms. Tested it, verified it works. Will continue working on this tomorrow. 1) Open CK. Select the esp that you want to access items from or use as a master (but don't make it active). Make the changes to the items that you want to modify. Save your new mod. Close CK.2) Open Wrye Bash. Right-Click the the new mod, click "Add Masters" and select the esp that you're using as a master.3) Set the load order so your new mod is below the mod you that you used as the master. Run Skyrim. Start a game. Test it. Done. Link to comment Share on other sites More sharing options...
David Brasher Posted August 1, 2012 Share Posted August 1, 2012 (edited) This thread mostly seems pretty foreign to me. I learned a different way in Oblivion and continue to use it in Skyrim. To create a mastered patch where one .esp uses another .esp as a master: (1) Use the esmify function in Wrye Bash to esmify the file with the assets that is to be the master.(2) Load up your mod and the .esp master in the CK at the same time with your file as the active file.(3) Make edits to the master, or use content from the master.(4) Save the file.(5) Use the espify function in Wrye Bash espify that which you esmified in step 1. (You must do this or Skyrim will be all messed up when you play. Like maybe the ground won't be there. Should you save while the game is messed up, that savegame will be totally ruined and fit only to be deleted.)(6) Play-test.(7) Go back to step 1 to make more edits or fix bugs. Other procedures: To add a master: Load an .esm or an esmified .esp in the CK at the same time as your mod. Save. To remove a master: Highlight the unwanted master in the CK Data Window (After all connections are removed and you are sure you don't need this master anymore.) Press CTRL + Delete. Ignore the meaningless error message you will get. That is pretty wild if your procedure does work. I would guess that it would not work in Oblivion. You would get form bashing errors. Skyrim must handle the baseID numbers differently and allow and merge duplicates with the slave file overriding the master by default. Edited August 1, 2012 by David Brasher Link to comment Share on other sites More sharing options...
SeraphTC Posted September 2, 2012 Share Posted September 2, 2012 Final Update: T3nd0 explained the process to me. It's simpler than I was thinking it was. No need to esmify mods or make esps into esms. Tested it, verified it works. Will continue working on this tomorrow. 1) Open CK. Select the esp that you want to access items from or use as a master (but don't make it active). Make the changes to the items that you want to modify. Save your new mod. Close CK.2) Open Wrye Bash. Right-Click the the new mod, click "Add Masters" and select the esp that you're using as a master.3) Set the load order so your new mod is below the mod you that you used as the master. Run Skyrim. Start a game. Test it. Done. This thread mostly seems pretty foreign to me. I learned a different way in Oblivion and continue to use it in Skyrim. To create a mastered patch where one .esp uses another .esp as a master: (1) Use the esmify function in Wrye Bash to esmify the file with the assets that is to be the master.(2) Load up your mod and the .esp master in the CK at the same time with your file as the active file.(3) Make edits to the master, or use content from the master.(4) Save the file.(5) Use the espify function in Wrye Bash espify that which you esmified in step 1. (You must do this or Skyrim will be all messed up when you play. Like maybe the ground won't be there. Should you save while the game is messed up, that savegame will be totally ruined and fit only to be deleted.)(6) Play-test.(7) Go back to step 1 to make more edits or fix bugs. Other procedures: To add a master: Load an .esm or an esmified .esp in the CK at the same time as your mod. Save. To remove a master: Highlight the unwanted master in the CK Data Window (After all connections are removed and you are sure you don't need this master anymore.) Press CTRL + Delete. Ignore the meaningless error message you will get. That is pretty wild if your procedure does work. I would guess that it would not work in Oblivion. You would get form bashing errors. Skyrim must handle the baseID numbers differently and allow and merge duplicates with the slave file overriding the master by default. I have an existing patch for a mod.esm that I use. I am adjusting it to patch an additional mod.esp. Neither of these methods are working for me. To clarify: Method 1: 1) Open my mod as the active file in CK, with the esp 'master' loaded passively.2) Make changes and save3) Close the CK4) Add the esp as a master to my mod5) Ensure the load order is correct, load game. My additions (duplicated, renamed items) are present, my deletions are ignored. If my mod is opened in the construction set the added esp master file is loaded. All changes are visible. As soon as the file is saved and the CK close the esp master is stripped from the mod along with all edits to it. Method 2: 1) esmifyed the 'master' esp.2) opened the CK with my existing mod as the active file, and the 'master' loaded passively3) make changes and save4) close CK, espify the 'master'5) Observe that the esp is listed as a master file on my mod. When in game, my additions (duplicated, renamed items) are present, but my deletions are ignored. The game tends to hang on the smithing window when scrolling past items added by the esp and deleted by my mod. I've had to settle for disabling the original esp's and using my versions instead. If I decide to release it then it won't be so much of a problem - as they are weapon mods and include meshes and textures the original mod will still always be required (but the esp will need to be disabled). Having said that, I'd prefer to get this working properly. If anyone has any ideas, I'd be open to testing them. Link to comment Share on other sites More sharing options...
MTichenor Posted September 4, 2012 Author Share Posted September 4, 2012 My additions (duplicated, renamed items) are present, my deletions are ignored. I believe that you can't delete an object listed in a master file. It merely deletes the form entry inside your own mod...and then the master file data is loaded as normal when skyrim loads, since there's no entry for that item in yours. The only way I know around this is for recipes...you can remove the crafting keyword from the recipe and it will treat the recipe as "deleted". Hope that helps! Link to comment Share on other sites More sharing options...
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