[CK] Making a Master out of a Large ESP file...need help

Post » Wed Jun 20, 2012 6:10 pm

I think I asked this question before, but I can't seem to find it anywhere... but anyway:

- I have an ESP file that adds a bunch of new items to the game: Armor, Weapons, Shields, etc.
- The esp also adds some new Leveled Lists to the game for NPCs to use.
- It edits the inventory of some NPCs in the world to make their inventory more specialized. Ex: Jarls, Field Commanders, etc
- It edits vanilla Leveled Lists that are already specialized. By adding new weapons to their sets. : Ie: Bandit Leveled Lists, Storm cloak lists, etc
- Eventually I'll be adding new NPCs to the game that might use vanilla edited lists, or brand new lists. These new NPCs will go into a different esp than the one I want to split right now.

Here's what I would like to know:

I remember in Oblivion, a master should only have new content, and an ESP should try to only have content that is edited from a master file in some way (whether its vanilla or otherwise). I would like to split my ESP file in this way if possible. Before, separating these two was as easy as popping it into TES4Gecko and running the master/esp split function, but I don't know how to do it in Skyrim.

So if possible can someone please detail how I might:

a) Separate my ESP into the proper ESP/ESM format while keeping its current functionality.
B) Give some guidelines for making sure I keep the proper format from here on ie: Only add new data to the ESM, Edit the proper data in the appropriate esp(s).


Something like that...

Please help T_T
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OJY
 
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Post » Wed Jun 20, 2012 5:47 am

Our project's lead system designer wrote a tutorial on it, but someone must've mucked the Creation Kit site because a lot of tutorials are no longer showing in their respective sections.

http://www.creationkit.com/Creating_Custom_Master_Files

Basically, a custom .ESM is best used as a way to store the environment/locations (especially worldspaces) instead of actual objects or quests. Also you can't edit an .ESM once you made one (you have to edit the original .ESP), so it's still best to use .ESP's as much as possible.
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Erin S
 
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Post » Wed Jun 20, 2012 10:04 pm

Our project's lead system designer wrote a tutorial on it, but someone must've mucked the Creation Kit site because a lot of tutorials are no longer showing in their respective sections.

http://www.creationkit.com/Creating_Custom_Master_Files

Basically, a custom .ESM is best used as a way to store the environment/locations (especially worldspaces) instead of actual objects or quests. Also you can't edit an .ESM once you made one (you have to edit the original .ESP), so it's still best to use .ESP's as much as possible.

Are you sure? I know a few mods around that use them to hold objects and act as a reference, and people just update the ESM when necessary to add more stuff to it.

Edit: Also, the guide doesn't really say how to keep things updated so much for ESMs =/.
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Vincent Joe
 
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Post » Wed Jun 20, 2012 8:38 pm

Bump?
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Heather Dawson
 
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