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Making a master plugin.


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I will try and simplify this and make it as clear as I possibly can.

 

I am working on a substantial mod, one which requires assistance.

 

What I want to do is convert my mod plugin to a master. Why I want to do this is simply so others can save their changes in a new, smaller, plugin. These smaller plugins will then be merged into a larger plugin. I want them to work off my converted master though, so we are all working off the latest build.

 

Now the problem is, once the .esp is converted to a master using Wyre Bash my CS will crash whenever I go to save changes and choose a new file name.

 

Wyre Bash considers the file converted and in working order, so does the CS. The problem occurs when I go to save.

 

I know this works, as the previous project lead used the same method.

 

I do hope I have explained myself clearly.

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I attempted this twice and with two separate programs. The first was with TES4Gecko and the second was with Wyre Bash. The problem is when the altered master file is loaded into the CS and new changes are to be saved, the CS does not save a new file or even save at all.

 

This file has also been tested on other machines and still produces the same result. I am at a loss as to what to do next, because I require assistance with this mod.

 

 

What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.

Does the master have dependencies of its own?

Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

 

 

Oh, wait, you used Wrye Bash to "make master" then you wanted to make changes to the master?

 

You have to either convert it back to a regular esp, or if you have a copy of the one you used to "make master", use it and make changes to it, then you can use Wrye bash to "make master" again. Obviously you would have to save as a new plugin if it was a master in the CS.

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What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.

Does the master have dependencies of its own?

Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.

the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.

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What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.

Does the master have dependencies of its own?

Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.

the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.

 

 

You answered questions I didn't have, but where's the answer to her question, Genius?

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What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.

Does the master have dependencies of its own?

Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.

the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.

 

 

You answered questions I didn't have, but where's the answer to her question, Genius?

so called genius like you should see 3 things:

 

1.if you are so clever, I replied to your message not her's.

2.you asked what is a master file for, and I answered it.

3.you shouldn't insult anyone for anything, that's not constructive critism. I Did not know the answer to her question, but knew the answer to yours.

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What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.

Does the master have dependencies of its own?

Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.

the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.

 

 

You answered questions I didn't have, but where's the answer to her question, Genius?

so called genius like you should see 3 things:

 

1.if you are so clever, I replied to your message not her's.

2.you asked what is a master file for, and I answered it.

3.you shouldn't insult anyone for anything, that's not constructive critism. I Did not know the answer to her question, but knew the answer to yours.

 

You didn't know the answers to my questions, because only she can answer them. I KNOW what a master plugin is, dude. biteme

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What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.

Does the master have dependencies of its own?

Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.

the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.

 

 

You answered questions I didn't have, but where's the answer to her question, Genius?

so called genius like you should see 3 things:

 

1.if you are so clever, I replied to your message not her's.

2.you asked what is a master file for, and I answered it.

3.you shouldn't insult anyone for anything, that's not constructive critism. I Did not know the answer to her question, but knew the answer to yours.

 

You didn't know the answers to my questions, because only she can answer them. I KNOW what a master plugin is, dude. biteme

then why did you ask? :rolleyes:

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First of all I am a GUY not a GIRL.

 

Second. I want to make the plugin a master so everyone can work off it and save their work separately. Those files will then later be merged back into the master.

 

I know this works because that is how Dark Warrior was doing it before. What is not working however is the ability to save changes once the master is loaded.

 

 

In future no fighting and remember I am a GUY.

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In future no fighting and remember I am a GUY.

sorry for the misspell.

so you (or others) want to create seperate plug-ins for a master file, then merge them all together as one esm?

 

cheers,

IE

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