Best Practice for Mod De-Isolation in Skyrim

Post » Sun Feb 10, 2013 9:48 pm

I just started learning Skyrim modding, and I'm currently stuck while working on a mod to add another mod's crafting-only items to the leveled lists.

After hiccups with disappearing references to the objects in the original authors mod, I've realized that I was experiencing a mod isolation problem. That is, even though the CK appeared to be allowing me to load in the original mod and use its references, these references stop working when I save because the CK doesn't allow esp masters.

I've found some information on workarounds to this problem, but nothing that compares to the completeness of the CS wiki article on mod de-isolation.

What I am trying to find out, is if the same techniques still apply to Skyrim. I'm planning on using wyre bash to esmify the original mod so that I can add it as a master to my new mod. (I would then need to espify it again before launching.) Is this the best practice for a mod which creates new LevelItems with references to items from an earlier mod?

Thanks in advance. Your help is greatly appreciated.
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