Svard Posted March 4, 2019 Share Posted March 4, 2019 So I did an oopsie in the sense that I made things more difficult for myself than they should have been. Rather than just revising a mod as I should have, I decided to turn Elysium Estate into an ESM so I can create a separate mod to patch it. Now, while converting ESPs and ESMs is easy, I am having trouble figuring out how to make my mod rely on the ESP version rather than the ESM (if even possible?), as I have put a couple hours of work into it, and don't want to have to redo everything. It also removes a couple items and changes NavMesh from the original mod, so I'm not sure how complicated it might get with SSEEdit. Any assistance would be appreciated. Link to comment Share on other sites More sharing options...
Deleted58783396User Posted March 4, 2019 Share Posted March 4, 2019 1st you need to make the ESP a Master File: so open Wrye Bash, Right Click on the ESP in question, and select: ESMify Self - this will then turn the ESP into a Master File, whilst still remaining as an ESP file then you have 2 methods for Adding Master Files to Mods, both gives the same Desired Result: In Wrye Bash: right click on your mod, and select ADD Master, then locate the Master File you wish to use. In SSEedit: Load both the Master File you want to use as the Requirement, as well as your mod, right click on your mod, and Click on ADD Masters, then select the Master File (Note: if wanting to do this via xEdit, your mod must be below the master file in the load order, in order to be able to use it as a master file) Wrye Bash: https://www.nexusmods.com/skyrimspecialedition/mods/6837 Link to comment Share on other sites More sharing options...
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