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FNVEdit Problem for a hero to solve - Please


DylanHollis

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Alrighty,

 

I've currently got a .esp mod that i've been working on for quite some time now. And I would like to convert it into a .esm file.

Simply because pathing and navmesh generally runs better when in .esm - And the mod is quite extensive in size.

 

I've heard that it's quite simple to convert .esp's to .esm's in FNVedit under the file header.... But here's where my problem arises.

There's nothing under file header, as you see here:

 

http://s15.postimage.org/7zyhy4s95/Givemeahand.jpg

 

FNVEdit is located in the data folder and everything....

What am I doing wrong?

What could I possibly be doing wrong?

And what could go wrong in these situations?

 

 

It is imperative that I use FNVedit to convert .esp to .esm... due to the fact that vanilla entities must not return to original coordinates.

 

Can Anybody lend a helping hand and give me a down to earth step-by-step instruction on how to convert .esp to .esm

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Does it have to be FNVedit? you can just use tesnip in FOMM, right click the esp in the lugin list, open with tesnip, spells make esm.
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Using TESsnip would be fine in most situations,

However in this mod - Modifications to the landscape are made...

TESsnip skips the steps of renaming all additional records when converting .esp's to .esm's

 

Meaning that In game - The mountain I just flattened in the .esp has turned back into a mountain again when I use TESsnip to convert to an .esm

FNVEdit assures this problem does not happen...

 

A ramshackle way to get around it would be to have a .esm and a .esp of the same mod in the load order.

But that also doubles everything as a side effect :(

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