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Making one ESP dependent on another?


Joolander

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Please dude, use TES5edit. Period.

 

You don't have to worry about esm/esp switching, losing masters etc. if TonyFishChips.esp is a master IamAWalrus.esp the master will ALWAYS be there with TES5. The second you use the CK all your references and master are gonzo. Use TES5, focus on the content not wrestling with the technology.

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  On 5/1/2014 at 5:45 AM, JobVanDam said:

Please dude, use TES5edit. Period.

 

You don't have to worry about esm/esp switching, losing masters etc. if TonyFishChips.esp is a master IamAWalrus.esp the master will ALWAYS be there with TES5. The second you use the CK all your references and master are gonzo. Use TES5, focus on the content not wrestling with the technology.

Are you saying people should NOT use the Creation Kit to make mods? I thought the purpose of TES5Edit was to clean out any stray records that could not be cleaned with the Creation Kit.

 

If you have some insight on how to create a mod from scratch that requires records from a third-party mod, please by all means post that information. I have found nothing on the subject outside of MERGING plugins which is not the same thing.

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To use an esp as a master you can do this in TESEdit. Every time you edit the plugin in the CK however it will remove the other esp as a master so you will need to add it as a master after every time you save the file in the CK but it will function exactly the same as an esm without making it into an esm and will load just fine.

 

To do this is in TESEdit simply load up the master plugin and the plugin you want to reference it and for the child plugin that you want to reference the master esp click on File Header in the left window. In the empty box next to the right of the line that says "Master Files" (it will only work with that one box) right click and choose Add and a new master file entry will appear. In the blank box to the right of where it says "MAST - Filename" for the new entry right click and choose edit and type in the exact name of the master esp file including the file extension like this "MyMasterPlugin.esp". That's it, just save and do the same every time you edit the file in the CK. It only takes seconds so it's not a big deal just like you have to deal with the whole dialogue bug by generating a .seq file each time you add new dialogue.

 

http://i61.tinypic.com/b6yix5.jpg

 

Edit: Woops highlighted the wrong box in the screenshot. It should be the one above that says "Master Files" not "Master File".

Edited by djjohnjarvis
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  On 5/1/2014 at 10:39 AM, IsharaMeradin said:

 

  On 5/1/2014 at 5:45 AM, JobVanDam said:

Please dude, use TES5edit. Period.

 

You don't have to worry about esm/esp switching, losing masters etc. if TonyFishChips.esp is a master IamAWalrus.esp the master will ALWAYS be there with TES5. The second you use the CK all your references and master are gonzo. Use TES5, focus on the content not wrestling with the technology.

Are you saying people should NOT use the Creation Kit to make mods? I thought the purpose of TES5Edit was to clean out any stray records that could not be cleaned with the Creation Kit.

 

If you have some insight on how to create a mod from scratch that requires records from a third-party mod, please by all means post that information. I have found nothing on the subject outside of MERGING plugins which is not the same thing.

 

 

The mod in my sig was 99% made in TES5edit. Only times I had to use the CK was to add scripts/properties and some sound records. What I did was make a copy of my main mod and then import the CK changes into my main mod using TES5edit. The mod is quite large as well with 2749 different records. In fact all my mods are made in TES5edit.

 

The CK also changes values it feels are more appropriate for NPC's. Also for templated armor and weapon pieces it will fill in the values instead of leaving them blank they way I made it. It's also more cumbersome showing you EVERYTHING while TES5 just shows the records in the mod.

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@JobVanDam

 

Quote from your description page

  Quote

 

 

Straight up and down, if this program didn't exist I wouldn't mod. I hate the Creation Kit, with a passion.

Everything is clear now. I don't have the history with TES5Edit and its predecessors. I'm not comfortable with it. It took a long while just to be willing to use it to clean any plugins. Skyrim is my first TES game to mod, play & own. Naturally, I started out with the Creation Kit and so that is where I am comfortable.

 

Do you have a tutorial on how to create mods with TES5Edit from scratch? You stated that that is what you did. Either you learned it from somewhere or you figured it out on your own. For people to be open to using this method, they need to know how to do it. TES5Edit staff themselves do not recommend using TES5Edit instead of the Creation Kit, so finding detailed instructions associated with the program is unlikely.

 

A quote from TES5Edit description page

  Quote

 

 

Using TES5Edit in place of the CK:

As TES5Edit becomes more widely used in the Skyrim community it has become a concern that many people still want to use the utility in place of the Construction Kit. This is still not recommended. We work hard to make TES5Edit as accurate as possible but development is directly related to the plugins themselves. TES5Edit can not replicate all the changes that the CK will make. Attack Data is the best example. Merely checking or unchecking certain things for an NPC will alter the attack data dramatically. We won't be adding those types of things to TES5Edit. Please understand that we don't directly support the use of TES5Edit when it is used outside the scope of its design which is conflict resolution.
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I learned it by myself.

 

I started by cleaning mods, then fixing incompatibilities, then making the tiniest of changes, then making my own full blown mods.

There's no esp in my load order that I haven't gone through every record in it, checked incompatibilities and edited in some way. I personally maintain a massive compatibility patch for all my mods. It's got easily over 30 masters. Also got another massive patch just for all the NPC changes that also has over 30 masters.

It adds so much more to the game when I can play, see something I don't like and be able to change it however I want.

 

BOSS and LOOT are pointless for me, I used BOSS a year ago and haven't used it since. I place mods where I think they belong.

 

TES5 I feel is essential.

Not only for cleaning but so you can easily incorporate changes from the USKP into your mod. Lotta people mod. Very, very few do it properly.

Edited by JobVanDam
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  • 1 month later...

im having problems aswell im trying to change the female housecarls hair to SG hairs and every time i try to load it in skyrim the sghairsbase.esm shows up but not the sghairsAIO.esp...

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  • 5 months later...
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