Copying from one ESP to another.

Post » Wed Jun 20, 2012 6:17 am

Basically i have this mod i'm working on that's fairly complicated, however it's been a learning experience and i have left a lot of mess around in many cells where i did not want to edit anything, i know that i can set them to be ignored, but at this point it would just feel better if i could start fresh.

So in effect what i want to do is copy some indoor cells from my old ESP to a new one, is this possible? The old CTRL-C, CTRL-V does not seem to work.
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Wed Jun 20, 2012 6:32 pm

The solution you're probably actually looking for is TESVSnip. It's the standard way, pretty much, to clean out stuff you don't need from your mod. I think there are guides on using it well all over the place. It's had several names in the past, for the different games it was for. All of the programs did the same thing though, went through plugin files, and gave you ability to 'snip' out specific stuff you don't want.

To my knowledge you can't just 'copy' reload, then 'paste' something to a new .esp no. You could theoretically use TESVSnip, to take the part you want, then stick it in a new, relatively clean mod.
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Wed Jun 20, 2012 11:30 am

You're better off just removing any unwanted changes through TESVSnip.
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Wed Jun 20, 2012 5:08 pm

Thank you both very much, both copying and fixing the ESP up worked fine, in the end i with with cleaning the mod up in TesVSnip and saving it under a new ESP. But man, how did i ever survive without this little program? It makes cleaning so easy, are there any other programs one should have at the ready when using the Creation Kit?
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Wed Jun 20, 2012 7:07 am

Yup totally possible just using the CK did it myself last week.

Make a new .esp
Open CK with the new .esp marked Active and the check the one containing your interiors
Duplicate the interiors you want to transfer and save

You'll now have a new .esp cpntaining the interiors you want.

I had 7 interiors and there was no one I was going to redo them all so before attempting anything using TESVSnip I tried the simplier CK solution and it works fine.
I duplicated and saved them into the .esp I had that contained all my exterior modded cells, connected the doors and it works absolutely fine.
I've not experienced CTD's that people have been having with door travel either.
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Wed Jun 20, 2012 10:29 am

Wont that make your new .esp depentant on having your old .esp as a active file in the masters file list tho?
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Wed Jun 20, 2012 7:51 am

Once you have what you want in the new ESP, save it and close the CK. Then restart the CK and before you reload the new ESP you can delete the dependency in the data window. Just highlight the dependency you don't want and hit delete.
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Wed Jun 20, 2012 4:25 pm

I didn't have to do what Chok3 said.

Just saved with the duplicates. Exited the CK.
Then reloaded the .esp, linked the doors and tested it.

Works fine.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Wed Jun 20, 2012 12:12 pm

I wasn't sure you would need to delete the dependency, but it is easy to do. Having two ESP files linked together has caused me issues in the past when I need to open one of them in the CK. My guess would be that they didn't end up linked with an ESP master.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm


Return to V - Skyrim