Modding a Dawnguard NPC, what to files to set as active?

Post » Sat Nov 17, 2012 10:37 pm

Should i activate both Skyrim.esm and Dawnguard.esm? I did that and set Dawnguard as the active file but it still shows up as master file. Strange, i don't remember having any issues when i modded Shivering isles two years ago.

And sorry about the slight error in the title. :tongue:

And on an entirely different note, where can i find the Forgotten Vale music?
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Liv Staff
 
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Post » Sat Nov 17, 2012 5:01 pm

Add Skyrim.ESM, Dawnguard.ESM... you don't set them as active. Make your mod, then save it. Done.
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Claire
 
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Post » Sun Nov 18, 2012 6:02 am

Hmm, does not work, the Creation Kit keeps crashing on me! :swear:
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Charlotte Henderson
 
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Post » Sat Nov 17, 2012 8:29 pm

Hmmm...

http://www.gamesas.com/topic/1400762-creation-kit-unable-to-load-the-dawnguard-esm/
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Kelly John
 
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Post » Sat Nov 17, 2012 11:10 pm

I'll take a look, thanks. :)
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noa zarfati
 
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Post » Sun Nov 18, 2012 5:39 am

No probs man :)

I just added Dawnguard.bsa to the ini file. Didn't need to export the strings and stuff.
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TRIsha FEnnesse
 
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Post » Sun Nov 18, 2012 4:34 am

Add Skyrim.ESM, Dawnguard.ESM... you don't set them as active. Make your mod, then save it. Done.
I would probably put Update.ESM on there as well, since I believe that is the file that gets the official patches that fix things in Skyrim and possibly even Dawnguard. I've read it may not always be necessary to include Update.ESM depending on what you're doing, it's just something that's a good idea just in case. If you were to use Update.ESM in addition to Skyrim.ESM and Dawnguard.ESM, you would have to add the line "bAllowMultipleMasterLoads=1" under the [General] section in the SkyrimEditor .ini file, like this:

Spoiler

[General]
bUseVersionControl=0
bUseMyGamesDirectory=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
SLocalBackupPath=Data\CheckInBackup
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bExternalLODDataFiles=1
bOnlyActiveFileForRefFix=1
bForceCheckOutOnRefFix=0
bFixPersistenceOnRefInit=0
bFixBadLocRefsOnInit=0
iCheckCellRegionsOnInit=0
bCheckDoorCollisionOnInit=0
bWarnOnGameSettingLoad=0
bFaceGenTexturing=1
bCheckHairOnInit=0
bKeepHeadOnRaceChange=0
bCreateShaderPackage=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
uGridDistantTreeRange=15
uGridDistantCount=25
uGridsToLoad=5
bAnimationUseBlendFromPose=0
fAnimationDefaultBlend=0.2000
fAnimationMult=1.0000
iCheckOutOnBoundChange=2
bFixAIPackagesOnLoad=0
bKeepPluginWhenMerging=0
bLoadTheUserPlugin=0
bCreate Maps Enable=0
bDisableDuplicateReferenceCheck=1
bCheckForMultiFileForms=1
bCheckForRefCellChanges=0
bTintMipMaps=0
uExterior Cell Buffer=36
uInterior Cell Buffer=3
bPreemptivelyUnloadCells=0
SFaceTestSoundName=Data\Sound\Voice\Test\CharGen QA1.wav
iTextColorRegionFormB=160
iTextColorRegionFormG=160
iTextColorRegionFormR=160
iTextColorLockedChildFormB=0
iTextColorLockedChildFormG=255
iTextColorLockedChildFormR=255
iTextColorLockedFormB=0
iTextColorLockedFormG=0
iTextColorLockedFormR=255
iTextColorMyFormB=0
iTextColorMyFormG=120
iTextColorMyFormR=0
bClearPersistenceOnVCSort=0
bAllowNonGroupedVersionControl=0
iFullSaveCellThreshhold=20
iNPCCheckOutCount=500
iLandCheckOutCount=1024
fPathGridAutoConnectRadius=512.0000
SFile Path=
bLight Radius=0
bMaximize Editor=0
bPreview=0
bAllowUnsafeSave=0
bAllowMultipleEditors=0
bSkipValidateForms=1
bAllowMultipleMasterLoads=1


Here the line is in green for the convenience of finding where the line should be placed. Not sure if there's any issues with using these three ESMs together or not, however. I haven't tested it yet myself, but I wouldn't think there'd be any issues, though, since I've already seen mods that use more than three ESMs.
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Timara White
 
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Post » Sat Nov 17, 2012 11:07 pm

"bAllowMultipleMasterLoads=1" is only necessary for loading multiple ESM files that are not linked. All official ESM files are linked. Also, the CK will automatically load any parent esp/esm even if you didn't activate them. So it's impossible to load Dawnguard.esm without also loading both Skyrim.esm and Update.esm, because Dawnguard.esm has both listed as masters.

On that note, I expect that with the next patch we will get a Dawnguard - Update.esm and BSA. Unless they don't plan to patch DLC's.
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rebecca moody
 
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