EntombExhume11 Posted January 27, 2020 Share Posted January 27, 2020 As the title suggest, I'm a noob when it comes to modding. I haven't used a Bethesda Creation Kit since Morrowind and thus my smooth-brain is wondering how (or the best way) to go about making a SMM override esp. I literally just finished making custom menus for a small workshop mod (BathroomFacilities and Containers - WorkshopPack by Alekseysh243). I chose a small mod for my first attempt at making custom menus and the good news is everything works flawlessly. I booted up the game, tested everything and was pleased with the results (I built washing machines until my frames started plummeting heheh) Upon completion, I realized that the changes I made were to the esp directly and I was wondering how to make this little project into a separate SMM override esp so that my menus don't edit anything in the original esp plugin? I am also wondering if I make a separate override esp does that mean my esp should be flagged as the active plugin in the creation kit? Also, I have no intention of uploading any SMM overrides that I make without the consent of the mod author(s). I don't want to give anyone the impression that upon successfully creating a separate esp that I would just assume that the mod author is okay with me uploading my menus. I also have yet to familiarize myself with Nexus' rules about that sort of stuff. Thanks in advance for any insight/pointers! P.S. Once I've figured this out, I will be taking requests from the community as practice so if there's a mod you'd like to see have SMM menus, then I'll reach out to the mod author(s) and happily make custom menus with their consent. Link to comment Share on other sites More sharing options...
niston Posted January 31, 2020 Share Posted January 31, 2020 If you want to make a new plugin in CK, then don't set an active file. When you hit Save later on, it'll save to a new file and ask you for the filename. If you want to make overrides to a mod, the mod must be added as a master. This doesn't work in CK directly, as it strips all masters that are not esm. A way around this is to create an esm of the mod in question first, then create your override on that. Once you done, you can edit the master table in your plugin to point to the .esp again. Both of this can be done with xEdit. Link to comment Share on other sites More sharing options...
Recommended Posts