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releasing a mod using modders resources


oc3

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Hi!

 

I'm planning on releasing a new mod that uses assets from several modders resources. Most of the use an esp file to allow copy and paste as well as preview. One of them, Useful meshes collection uses an esm.

 

My mod will be dependant on those esps/esm, so should I just merge the esps into mine when I am done or what? And what about the esm file?

 

I'm sure someone very experienced has done all this before, so what is the best way?

 

Thank you all.

 

OC3

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Pretty sure the useful meshes collection is huge and not really ideal to add as a requirement. I would suggest to take the meshes/textures you like and create your own mod. Ideally with new path names so they won't conflict. If you're adding many resources I would suggest creating your own BSA file.
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Pretty sure the useful meshes collection is huge and not really ideal to add as a requirement. I would suggest to take the meshes/textures you like and create your own mod. Ideally with new path names so they won't conflict. If you're adding many resources I would suggest creating your own BSA file.

 

Thanks!

 

I'm only planning on adding the meshes and textures I actually use in my package, but I'm not so sure how to handle the esp/esm issue. What do most of you do about that? If I use the provided esp to make it easier on myself, then my mod is dependant on their esp. As far as I know merging mine with theirs would only impact the testing area they provided in the esp...for instance, missing meshes/textures...not a problem for a player. I think.

 

Anyone have any other advice?

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I'm going to try giving every object that I copy from the resource esp its own reference ID so that it creates a new form. Then I can use Gecko to remove the master esp.

Anyone see any problems with doing that way?

Thanks

OC3

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You typically don't need a master to include meshes in your own mod. In most cases, you can simply drag the mesh from Windows Explorer into the object window and instantly have a new base object. At worst, you'll have to manually create a new object and input the file path yourself.

 

If a resource adds thousand of new meshes and/or includes lots of scripting, then maybe it would be quicker (though more complicated) to do a merge.

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You typically don't need a master to include meshes in your own mod. In most cases, you can simply drag the mesh from Windows Explorer into the object window and instantly have a new base object. At worst, you'll have to manually create a new object and input the file path yourself.

 

If a resource adds thousand of new meshes and/or includes lots of scripting, then maybe it would be quicker (though more complicated) to do a merge.

 

Thanks Lanceor,

I didn't know about being able to drag into the object window from windows explorer. That's pretty convenient. I had been creating manually up until now.

 

I would still like to use the modders resource esps so that I can preview the objects and then copy and paste. What is the preferred method when taking that route? Do you see any problems with the method I described last?

Thanks

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If I want to preview a mesh, I usually use NifSkope. I might also open two CS's and use one for editing my own mod and the other for looking at another. But drag and drop is very quick anyway so I sometime simply use that and delete the base object afterwards if the mesh turns out unsuitable.
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If I want to preview a mesh, I usually use NifSkope. I might also open two CS's and use one for editing my own mod and the other for looking at another. But drag and drop is very quick anyway so I sometime simply use that and delete the base object afterwards if the mesh turns out unsuitable.

 

 

Thanks for the tips. I really appreciate your help. Keep up the good work.

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If I want to preview a mesh, I usually use NifSkope. I might also open two CS's and use one for editing my own mod and the other for looking at another. But drag and drop is very quick anyway so I sometime simply use that and delete the base object afterwards if the mesh turns out unsuitable.

 

Sorry to be a bother, but I've spent an hour trying to get drag and drop to work. Ifigure maybe the folder structure has to match an existing one, so I tried that. I drag it in, it gives me the little plus sign and nothing happens. Tried it 2 dozen different ways. I'm stuck,

 

what is the trick to getting it work?

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