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need a lil help with cs uploading esp...


reaper9111

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ok its a simple question, i had the ok of a modder to use stuff from his mod to put in my mod...

my question is when i save my esp. with the stuff of the other mod in it, i want to be able to load only my esp. next time i load the cs with the update in it, whitout having to load my esp and the one of the second mod... because how m'i gonna release my mod esp if i have to load 2 esp in the cs...???

 

i'm new with the CS, thanks for your time to answer...

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ok its a simple question, i had the ok of a modder to use stuff from his mod to put in my mod...

my question is when i save my esp. with the stuff of the other mod in it, i want to be able to load only my esp. next time i load the cs with the update in it, whitout having to load my esp and the one of the second mod... because how m'i gonna release my mod esp if i have to load 2 esp in the cs...???

 

i'm new with the CS, thanks for your time to answer...

 

 

Hmmm ... in CS3 you could just 'merge' mods. In CS4 I suppose you could just load up the 'esp's you want, make your one active, then click: File - Tools - Combine loaded Plug-ins. As always, keep a back-up of each .esp - just incase! :biggrin:

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ok its a simple question, i had the ok of a modder to use stuff from his mod to put in my mod...

my question is when i save my esp. with the stuff of the other mod in it, i want to be able to load only my esp. next time i load the cs with the update in it, whitout having to load my esp and the one of the second mod... because how m'i gonna release my mod esp if i have to load 2 esp in the cs...???

 

i'm new with the CS, thanks for your time to answer...

 

 

Hmmm ... in CS3 you could just 'merge' mods. In CS4 I suppose you could just load up the 'esp's you want, make your one active, then click: File - Tools - Combine loaded Plug-ins. As always, keep a back-up of each .esp - just incase! :biggrin:

 

 

this way (file/ tool/ combine, ill have the stuff of the mod in my mod but not the complete other mod... right ? just the stuff i added ! ???

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ok its a simple question, i had the ok of a modder to use stuff from his mod to put in my mod...

my question is when i save my esp. with the stuff of the other mod in it, i want to be able to load only my esp. next time i load the cs with the update in it, whitout having to load my esp and the one of the second mod... because how m'i gonna release my mod esp if i have to load 2 esp in the cs...???

 

i'm new with the CS, thanks for your time to answer...

 

 

Hmmm ... in CS3 you could just 'merge' mods. In CS4 I suppose you could just load up the 'esp's you want, make your one active, then click: File - Tools - Combine loaded Plug-ins. As always, keep a back-up of each .esp - just incase! :biggrin:

 

 

this way (file/ tool/ combine, ill have the stuff of the mod in my mod but not the complete other mod... right ? just the stuff i added ! ???

 

It really depends on the master .esm being used. If the original mod has added completely new material(and you are using that) it might be better to pilfer the folders contaning that info then point what's new in your mod to those folders. I only ever do it with body parts and other simple things so I might not be the best person to advise you, in fact I am quite certain I'm not. Hopefully someone with more experience will jump in and help, there is a wealth of experience here, the trick is getting the right person to notice your post. Good luck :biggrin:

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ok its a simple question, i had the ok of a modder to use stuff from his mod to put in my mod...

my question is when i save my esp. with the stuff of the other mod in it, i want to be able to load only my esp. next time i load the cs with the update in it, whitout having to load my esp and the one of the second mod... because how m'i gonna release my mod esp if i have to load 2 esp in the cs...???

 

i'm new with the CS, thanks for your time to answer...

 

 

Hmmm ... in CS3 you could just 'merge' mods. In CS4 I suppose you could just load up the 'esp's you want, make your one active, then click: File - Tools - Combine loaded Plug-ins. As always, keep a back-up of each .esp - just incase! :biggrin:

 

 

this way (file/ tool/ combine, ill have the stuff of the mod in my mod but not the complete other mod... right ? just the stuff i added ! ???

 

It really depends on the master .esm being used. If the original mod has added completely new material(and you are using that) it might be better to pilfer the folders contaning that info then point what's new in your mod to those folders. I only ever do it with body parts and other simple things so I might not be the best person to advise you, in fact I am quite certain I'm not. Hopefully someone with more experience will jump in and help, there is a wealth of experience here, the trick is getting the right person to notice your post. Good luck :biggrin:

 

thank for the help ! its appreciate !

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As you've discovered you can't use assets from one mod in another mod. One solution is to load both mods in the CS and make yours active. Be careful if ESM's other than Oblivion ESM are involved. You may inadvertently make your mod dependent on them.

 

I find it helpful to load the mod I want assets from and use a text editor to note the ID's and any other relevant info etc. I also take screen shots of CS screens to refer back to. I use a handy little program called Hoversnap to take screen shots. It's small and simple to use for any application.

It's probably overkill on my part but the memory isn't what it used to be... :biggrin:

 

 

If custom items are involved you need to make new items from them with new ID's. Then, direct the file path of the new items to the required folders and files. Most times with custom items the files have to stay in the folder structure that the original mod came in, unless you plan on using a texture and or mesh editor to change file paths.

Then you can save your mod and these things will be available in game.

 

I found this bit of info somewhere as well that may be of some use:

 

QUOTE:

 

Using Assets from other mods:

 

To do this you will need:

 

Wrye Bash

A patched version of Oblivion. Version 1.2.

The TES: CS

 

Step 1: Go into Wrye Bash and find the plugin you wish to use resources from.

 

Step 2: Right click the plugin and select Esmify self.

 

Step 3: Now select the ESM version of the mod you just made and continue as you would.

 

Step 4: Save your changes and exit the CS.

 

Step 5: Go back into Wrye Bash and select Espify self.

 

Step 6: Activate your plugin.

 

Step 7: Enjoy your mod.

 

UnQuote.

 

I hope this has been of some help. :smile:

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