MushroomElm Posted March 6, 2020 Author Share Posted March 6, 2020 Since you did a fresh instal have you opened Vortex to check that the esp is 'enabled' in the plugins section?I did not have it enabled in Vortex. Just got it enabled and loaded into the game. The house is now in it's place, so I can go further along with my tutorial. Thank you so much for all of your help!!! You as well, c0x599, if you happen to see this message. Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 6, 2020 Share Posted March 6, 2020 I'm sure that they'll see it. Glad it's worked. Before you go too much further make sure to follow the guide on this site to clean your masters, if you haven't done it already. The original esm files have a load of edits in them that need to be removed. It's really great to see your first bit of work in game, isn't it. Good on you for sticking at it when it wasn't starting off too well. Oh, and get in the habit of cleaning your mod in SSeedit on a regular basis and make sure it backs up the esp each time. Especially at first you'll get a ton of 'identical to master' records and 'undeleted references'. A word of advice about looking to see how Bethesda did something. That's fine but do it without your mod loaded in CK, ideally. Every time you even select an item and click edit to see how it is set up, that item is recorded as edited by your mod. It's really easy to select a tree by mistake and move it a tiny amount... that tree becomes part of your mod, too. Most of this isn't dealt with by SSeedit because it can't tell if you did it deliberately or not. Once you've done the automatic cleaning, open up any branches on the left hand pane that are any colour other than white. You'll get green, yellow and red. Green is considered a minor problem by SSEedit, red is a possible major one. the colours are just a guide though. Check them all manually and decide if each one is something you need or not. If it shouldn't be in the mod, right click on the record and click 'Remove'. SSeedit will ask for confirmation. Click yes. You can't do any harm by this that can't be undone by reloading the backup of the esp. If you don't practice this from the start, you could easilly end up with an esp that has hundreds of 'wild edits', stuff that you didn't even know you'd edited. It sounds a bit daunting but you soon get used to it. I speak from experience of the first real mod I made. After a while It was taking ages to save in CK. I looked at the file and it was huge, around 60 MB. I was not doing the regular manual cleans and I was looking at cells all over Skyrim with my mod active. It took me hours of work trawling the net for how to solve it and more hours in SSeedit to sort it out! happy modding! Link to comment Share on other sites More sharing options...
greyday01 Posted March 7, 2020 Share Posted March 7, 2020 Make a folder called MyMod Versions. After doing some work on your mod save your mod then copy the esp into the version folder and give it a name that indicates the last changes you made. It makes it so much easier to go back several stages if you want to undo some changes you made. Also pick a 3 or 4 letter prefix for your mod and any item like a new static or texture set, script or NPC have it's ID start with that prefix.. Makes it easy to find your items among all the stuff in the CK. Link to comment Share on other sites More sharing options...
NexusComa Posted March 10, 2020 Share Posted March 10, 2020 I think I went over every video guide I could find when I started. Like to see things from many points of view.Small suggestion for someone starting would be to keep in mind room occlusion space. In the end this will save you.Best case would be to have your rooms occlusion/portals set up from the start-ish. At least have in mind how you're going to set that up.Thinking about added that to end is pretty much to late and/or a bear to get in place nicely. Link to comment Share on other sites More sharing options...
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