Starting a mod over

Post » Tue Nov 20, 2012 2:43 am

Hi Everyone!

I created a tiny bug in a mod, and would like to start it over, but I do not want to lose the cells I created manually ... (My bug is dialogue related :P )

Is there a way to copy cells from one mod to a new .esp file?

Thanks!
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Tue Nov 20, 2012 3:11 am

You could use the detail button to ignore the changes.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Tue Nov 20, 2012 5:26 am

Here is how I would go about duplicating the cells into a new mod. Don't forget to make a backup first.

Convert the mod to an esm. Wrye Bash does that just fine. I use the Copy to Esm function and the ESP is untouched.

Then open it in the ck without making any thing active. Select the cells you want to copy in the Cell View window and duplicate them one at a time.

You will also need to duplicate any custom objects that live in the old mod and are used in the cells and make each cell reference those duplicate objects by using find and replace.

Then save the results as a new esp and close the ck. The duplicate cells will now be in the ESP and you can rename them to whatever you want.

The old plugin will be a master dependency that you will need to delete from the new esp. That is easily done in the data window of the ck. with your esp selected, the master dependencies are in the little window on the right. Hit Ctrl-delete with the master highlighted and it breaks the dependency.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Tue Nov 20, 2012 9:22 am

I'm not even the one who asked this question to begin with but I'm going to be doing this soon so thanks for the detailed post ch0k3h0ld.

I have a personal project (wyrmsbane manor) that I've had on hold for ages first due to the various bugs and now due to newer commitments, but I think I'm going to dust it off over the Xmas period and get it to a releasable state. It's quite dirty at the moment, I've been wanting to move the good bits to a fresh esp for a while. Now I know how

- Hypno
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Tue Nov 20, 2012 5:51 am

Glad to help. Just remember that the cells will be duplicates but not identical. They will each have unique FormIDs since the cells are being duplicated withitn the same plugin. This would be much easier to do after they finish fixing TESVSnip or if TESVGecko was ready. They would allow you to have identical copies. WillieSea's approach of removing the bad parts is valid as well but it could get pretty cumbersome to do in the Detail window. For that approach, I would use either TES5Edit or TESVGecko to delete what I don't want from a copy of the plugin.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am


Return to V - Skyrim