Loading an .esp to use its changes?

Post » Fri Dec 21, 2012 11:03 pm

So, here's the use case. I want to create a weapon related mod, and I'll benefit greatly from edits made by Weapons and Armor Fixes 2.0.5 by headbomb.

I understand that it's not possible to take information from an .esp in CK (while the game is fine with that, CK isn't).

What I'm asking is: "Is the limitation only as far as completely new records?"

For example, say I load First.esp that edits Imperial Sword (adds a new keyword), but doesn't make it an Active Plugin

Then I edit the same Imperial Sword (change its model path) and save the changes as an entirely new plugin, Second.esp

Will the keyword change from First.esp be reflected in Second.esp?
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