antstubell Posted November 7, 2019 Share Posted November 7, 2019 Quick question. As my mod progresses - story-wise -I feel it needs a different name. So if I 'Save As...' >new name< will this cause issues with any assets, scripts, etc? I know it can effect LOD and Voice files - I haven't made either of those yet. Link to comment Share on other sites More sharing options...
doticu Posted November 7, 2019 Share Posted November 7, 2019 (edited) It's a big deal to change the .esp name. It's how the game recognizes your mod as a unique plugin. So If you simply rename your mod plugin outside the kit, load up the game, it's as if you've installed an entirely new mod and more importantly, uninstalled the old one. This obliterates scripts from recovering. Assets that are attached to any form ids will need correction too, because some of them are hidden behind a folder with the same name as the plugin, e.g. facegen files. This is one of the reasons why some big mods have such silly insignificant names for their plugins, e.g. "Dwarfsphere.esp" for Project AHO. It's difficult to change it later on, and maybe not worth the effort. (As an aside for anyone designing a system that requires unique ids like these plugins do, it would probably be better to take the creation date of the file plus a randomly generated number, and use that as a secret id. That kind of indirection saves a lot of trouble for the users of your system. And you'll run into less collisions that way, because users are more likely to use similar names than the date with a random number. How many people create their .esps down to the same millisecond or less? Thank you for reading.) Edited November 7, 2019 by doticu Link to comment Share on other sites More sharing options...
c0ax599 Posted November 9, 2019 Share Posted November 9, 2019 Anyway to use a tool like say SSEdit to do that?? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 9, 2019 Share Posted November 9, 2019 Renaming a mod is a non-issue if and only if the end user is aware that they will need to completely scrap the old version and start a new game with the renamed version. If your mod has not been released at all, rename as much as you want. Just remember to start a new game for testing rather than using one that had had the old one active. Link to comment Share on other sites More sharing options...
c0ax599 Posted November 10, 2019 Share Posted November 10, 2019 Thank you for that clarification IsharaMeradin! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 10, 2019 Share Posted November 10, 2019 Should have mentioned earlier...BSA would need renamed or rebuiltMCM language interface files would need renamedFace gen data folders would need renamed or re-created Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 2, 2020 Share Posted March 2, 2020 I'm probably too late on this for the OP, but for completeness, I renamed my mod and it all worked fine except for voice files. The CK re-created the file paths when the mod was next saved. Basically I just had to rename the folder esp name for it all to work. In my case the filepath Data/Sound/Voice/MyESPoriginalName.esp/MaleEvenToned had to be made into Data/Sound/Voice/MyESPnewName.esp/MaleEvenToned All of the sound file names were the same. Problem sorted. Link to comment Share on other sites More sharing options...
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