Does Steam Support ESM files now?

Post » Sun Nov 18, 2012 8:26 pm

Just a quick question, since my mod is ESM + ESP format now.

If not, what's the general procedure for placing ESM + ESP mods on Steam?
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le GraiN
 
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Post » Sun Nov 18, 2012 5:10 pm

Use Nexus?
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Laura Cartwright
 
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Post » Sun Nov 18, 2012 8:15 am

You cannot upload ESMs to Steam. No general procedure.
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Maria Leon
 
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Post » Sun Nov 18, 2012 1:16 pm

So you have to develop mods either for Steam workshop or for Nexus basically?
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yessenia hermosillo
 
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Post » Sun Nov 18, 2012 4:04 pm

If you want to expand your potential audience, I suppose you could still upload the esp to steam, then at the top of the description page inform the reader that they'll have to download the esm from the nexus.

I'm not sure how well this will be recieved tho...or how it will work with the auto update part etc :shrug:

- Hypno
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Miranda Taylor
 
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Post » Sun Nov 18, 2012 1:23 pm

I still can't understand why this is the case. Makes no sense at all.
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Shannon Marie Jones
 
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Post » Sun Nov 18, 2012 10:55 am

You cannot upload ESMs to Steam. No general procedure.
does this also apply to mods with an esp-filename but the esm-flag set?
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Gemma Archer
 
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Post » Sun Nov 18, 2012 11:55 pm

does this also apply to mods with an esp-filename but the esm-flag set?
Not sure, I don't know if it alters that flag, but why would you want to upload such an ESP anyway?
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Ilona Neumann
 
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Post » Sun Nov 18, 2012 4:10 pm

Use Nexus?
use http://modsreloaded.com/. :-)
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Astargoth Rockin' Design
 
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Post » Sun Nov 18, 2012 8:34 pm

Not sure, I don't know if it alters that flag, but why would you want to upload such an ESP anyway?
no specific reason right at the moment, but for a http://modsreloaded.com/chengs-eastside-laundry where i'd frantically send npc's that aren't supposed to be across the wastes and hopefully back :-), doing this magically solved an issue where they'd just stand still and look dumb after any worldspace change, as well as a bunch of getting-stuck-between-navmeshes-issues. no idea _why_ this worked honestly (or what even caused those issues in the first place anyhow), but it certainly did, so i considered this kind of an extra card up my sleeve and just wanted to know if it can still be played :-)
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Allison Sizemore
 
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Post » Sun Nov 18, 2012 6:20 pm

It can be, but isn't necessary. Bethesda fixed the navmesh bug with Patch 1.6 and CK 1.6.89. So you don't need to flag yourself as a false ESM in order to get NPCs to behave. Which means if you want to upload to Steam, you won't have any issues in leaving it as a normal ESP.
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Nims
 
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Post » Sun Nov 18, 2012 6:29 pm

It can be, but isn't necessary. Bethesda fixed the navmesh bug with Patch 1.6 and CK 1.6.89. So you don't need to flag yourself as a false ESM in order to get NPCs to behave. Which means if you want to upload to Steam, you won't have any issues in leaving it as a normal ESP.
they did, really? how disappointing - just like hearing someone finally caught the loch ness monster or something - there goes a legend... :-)

but apart from that: so there's no more navmesh bug. and i've read esp's could now somehow detect eachother without any further trickery (via form lists or whatever, yet gotta dig into this a bit more) -
so what further reason would there still be for an esm anyhow?
...ah yes common masters for shared items, i don't think this goes with esp's now, or does it?
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Dominic Vaughan
 
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Post » Sun Nov 18, 2012 2:29 pm

There is no longer reason for esm files under "normal" circumstances. The Navmesh bug is fixed, and contrary to what some have said, the custom Actor "dark faces problem" does not require esm either.
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Romy Welsch
 
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Post » Sun Nov 18, 2012 11:01 pm

Common resource masters are one thing, yes. Large scale worldspace projects are another, and in certain cases very large interior cells may need to be converted. This should of course only be done if one is familiar with using version control because an ESM editing CELL/WRLD records in Skyrim.esm needs ONAM records to be generated and that can only be done (for now) with the version control system.

So if your mod only did the flag flip for the navmeshes, just unflip it and you'll be good to go as long as those navmeshes have all been finalized using CK 1.6.89.
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Austin Suggs
 
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