mantarini Posted April 16, 2019 Share Posted April 16, 2019 (edited) Hi I am doing a mini mod for Vile Lair aka Deepscorn Hollow.My problem is that I placed a door (sewerManholeCover01) inside the LairVile02 cell that links to a cloned\duplicated dungeon cell with an other door. But the door won't show up in-game (the one in the LairVile02). I have activated my mod, so it should be working. I have made a save both inside the cell with the door and outside on an other cell, just to be sure if I am missing something.Also am doing this mod as I play the game, that means that all upgrades are done aside from the blood upgrade for sithis statue. I have loaded up both oblivion and Deepscorn Hollow plugin, in the Construction set. I haven't closed the Construction set yet, to avoid any weird errors (and I am willing to keep it that way until some one can help me)Note: This is my first attempt at modding any TES game. EDIT: Well never mind, if making a door show up is that hard I don't want to bother any more.Feel free to delete this post. Edited April 16, 2019 by mantarini Link to comment Share on other sites More sharing options...
IlliterateElf Posted April 16, 2019 Share Posted April 16, 2019 (edited) I think I know what you did. You see, you're editing a plugin file by adding a door to an esp. As such, the DLCVileLair.esp acts as a master (.esm) for the <ModName>.esp you make. The solution is simple really however it might not be as you liked. I tried it out two ways for you (one creating an entirely new mod and one using a mod already linked to the DLCVileLair.esp when it is in esp form) and it seems only one works for me. If someone else knows how to make it so an esp you already made can work with an esm converted esp hopefully they can help you. If not, through my way you'll have to start the esp from scratch. If you have already changed the ConstructionSet.ini file's "bAllowMultipleEditors" to 1, click open on the ConstructionSet.exe or shortcut to open another. Although if you don't know what that means or where the .ini is chances are you haven't done it, so ignore that. If you haven't done it before, just save your mod and close ConstructionSet (you'll be able to edit it later by selected it as the active file and I don't think you should get any "weird errors" just for opening it later). Make sure to have WryeBash downloaded and load it up, go to the "Mods" tab and right-click DLCVileLair.esp. Towards the bottom you will see "Esmify self", click that and a warning message will pop up basically explaining even though the file type will still show as esp, what WryeBash does to the file is what truly makes it a master file. Click "Ok". It should now be in blue text just below Oblivion.esm which means it has been turned into an esm. Load up the Construction Set now and click File>Data... and check the box on the Oblivion.esm and DLCVileLair.esp just like last time, not setting an active file. Create your mod however you like and when you've finished, saved and named it make sure to do this before starting up the game to play it. Close ConstructionSet, go back into WryeBash, right-click DLCVileLair.esp once again and at the same spot as before you will see "Espify self" and click "Ok" on the warning message. Make sure to have your mod's checkbox filled and then load up the game. Should work just fine after that! To be able to open up multiple Construction Sets in the future follow these steps (had you not already done it). Make sure you have the Construction Set closed and go to to your ConstructionSet.ini file (mine is located at <MyWindowsUser>\Documents\My Games\Oblivion), open it up, CTRL-F and type in "bAllowMultipleEditors" and after the "=" change the 0 to a 1. Save it and now you can open up multiple Construction Sets! Hope this helped you and I hope that you don't get any "weird errors" on your original plugin should anyone come along with a way to use it. EDIT: Fixed grammatical errors which had made the steps confusing, added extra steps and some bold text to express importance. Edited April 16, 2019 by IlliterateElf Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted April 16, 2019 Share Posted April 16, 2019 That's the good old way I was using for countless years. ESM-ify all parent ESPs, open my plugin in the CS, edit it to my heart's content, save, exit, ESP-ify all ESM-ified parents back to ESP, launch the game. But with the advent of ShadeMe's Construction Set Extender (basically an OBSE plugin, but for the CS), apart from multiple other advances towards ease of use and added functionality, it's now also possible to have ESPs as parents for ESPs "without" turning them into ESM every time. Unlike the normal CS the CSE can save and load ESPs with parent ESPs absolutely fine. Link to comment Share on other sites More sharing options...
IlliterateElf Posted April 16, 2019 Share Posted April 16, 2019 (edited) EDIT: Well never mind, if making a door show up is that hard I don't want to bother any more.Feel free to delete this post.I mean modding off of plugins, even DLCs, is just more complicated whereas modding off of THE master file is much easier. Since this is your first mod, you could just practice modding off of the Oblvion.esm. Can go to Wawnet Inn, slap a sewer door on the floor, set it as a persistent reference, duplicate another cell and set the teleport to it to match up with the sewer door in the inn no problem without any "Esmifying" or "Espifying". If you change your mind about modding though, I'd recommend this personally. I'm a bit new to modding myself (only started a week ago) but it has helped me a lot. It's a bit much, I know, and the learning curve of any practice is never flat but if you truly want to mod, sources are out there to help you. Edited April 17, 2019 by IlliterateElf Link to comment Share on other sites More sharing options...
mantarini Posted April 18, 2019 Author Share Posted April 18, 2019 Thank you for your replys,I have started doing a new mod. As you said, it is more easy to start using only oblivion.esm at least for my level. FYI I started doing a "castle" mod to replace the VileLair. So far I have made the castle and edit a bit of the terrain. Now I am searching about adding scripts to open\close gates. After that I am going to add npc's and an upgrade system for the buildings that will be unlocked based on your rank in certain factions and also money.I am also thinking about adding the ability to those npc's to be turn into vampires if the player bite them, and eventually turn the entire castle into an evil castle filled with vampires.And some other ideas.Hopefully ill manage to find my way onto achieving my goal (very slowly probably :p)Any way, thank you again! Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted April 22, 2019 Share Posted April 22, 2019 You're ambitious for a beginner, good luck. Link to comment Share on other sites More sharing options...
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