When I first load up Skyrim.esm and start editing, the first time I select File->Save it asks where to save the plugin. All well and good. I save it (mymod_0.1.esp), close the CK, plop my ESP in my Data folder and go play-test it.
Then when I open the CK again, and tell it this time to load my plugin file, I start making edits and notice that the plugin's filesize is 1k. Ok, so I realize that for some reason the newest edits are being saved separately from the original ones. Even though I'm viewing the entire compilation of my edits in the Render window, only the latest edits are being saved. If I go to File->Save it asks me again to choose a file to save to, so now I save as e.g. mymod_0.2.esp. Loading up mymod_0.2.esp in Skyrim and COC'ing to my dungeon reveals only those last edits are there, without any of the original content.
This bit me once already, and I got around it by simply making all my edits, then duplicating the cell, which makes a new cell with ALL of my edits from start to finish (supported by the fact that the file now sports the expected filesize). Then I deleted the original cell and I was golden. Somehow though I don't think this is the standard procedure.
This latest edit-spree I made my cave, then in an attempt to do things the "right" way I figured I would make sure my plugin was set as "active" (File->Data->select mymod_0.2.esp->Set as Active File), and save my edits as mymod_0.2.esp (thinking that maybe it would just merge my edits if it was going to the same file). It wouldn't let me do that since that file is the one that was loaded. So I selected my file again in the File->Data window and clicked the Set as Active File button again to change back to how I was before I tried this. At this point it starting loading everything all over again and I could only sit, watch and cry while it reloaded the unedited mymod_0.2.esp as I realized that I never got to actually save my edits. I should have just stuck with my cell-duplication trick, and I wouldn't have lost any work.
Ok so cryfest aside, what exactly the heck is the proper procedure for working on existing mod files? The CK Wiki tells you exactly how to make a new one, but doesn't go into what to set to active and how to save after you've already got a file.
Thanks for any help,
== Roachy
