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Creation kit keeps removing ESP as master.


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Hi, I have been busy working on mods recently that do not require an ESP to be used as a master.

 

Recently I have been asked to make a compatability patch.

 

My problem is what I used to do to make the creation kit work with an esp file as a master no longer works.

 

I would use fo4edit to flag the esp as a esm.

 

Then work on the mod in creation kit and then unflag the file in fo4edit again.

 

But it no longer works and strips the saced mod of the esp as a master.

 

 

Could someone please tell me what the working methods are these days?

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Yes, bethesda "fixed" that, it's no longer possible. There is no working method.

 

If you absolutely must use the CK for your patch, make a copy of the esp and rename it to esm. then also add the esm flag to it. Make your patch use that as master.

Then, after you're done with the patch, you must start xEdit with the flag -AllowMasterFilesEdit. Load your patch, and both the esp and esm versions of the master. Go to the Header of your patch, and, with the aforementioned flag, xEdit should let you edit the filenames of it's masters. Change the esm to esp there.

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You need a second flag, mentioned in the What's New tab of FO4Edit (xEdit). DO NOT edit the master list header for any reason other than something like this. Deleting masters from it WILL break your plugin, and manually sorting masters will do so as well. The ONLY reason to touch the master list in the file header is for something like you are trying to do here*.

 

*Renaming a master for a plugin because the mod author of the master renamed the plugin is fine as well, and I consider basically the same thing as what you are doing here, i.e. renaming** plugins that had the name changed for various reasons.

 

And not moving, removing, or adding

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