» Thu Jun 21, 2012 6:39 pm
It doesn't really have to be that complicated. Just put any landscape, navmesh and any changes to vanilla objects in the esp. Any new objects and new interior cells can be in the esm. The esm loads first. It just works.
Now, if you already have all of your work together in one file, separating everything into two files is the complex part. How you handle that really would depend a great deal on what you have in your mod. I can tell you how I do it. I work in esp format so I can use the CK. I name all of the objects in my file as I add them or modify them. That way I can tell what they are in TESVSnip, which makes them easy to move. If you don't do that, you can tell if the item is vanilla or not by its form id number. Added items begin with 02 or 03. Lower numbers are vanilla. Use TESVSnip to move all of the vanilla items and the landscape to the esp. Then load up the esm and the esp together with the esp active and navmesh it and save the navmesh into the esp. It will still suffer from the navmesh bug, but I can't help you with that.
Now I have seen some people complaining about TESVSnip but I don't know of a good way to do it without using TESVSnip. In fact, I don't really know how anyone produces a clean location mod without using it to clean up after themselves. I can't see that it has caused me any issues. Just my 2 cents.
Now, if you need help with TESVSnip, that's another story altogether. It can be a complex program to use correctly. There are probably people around here with a lot more experience with it than I have.