esp as a master?

Post » Wed Jun 20, 2012 8:30 pm

hello, in oblivion i saw a lot of mods that "patch" other mods for compatibility. these usually had esp files as masters and overwrite records in the esp by having duplicate entries. i never got into oblivion modding too heavily only edited some things to "balance" them to my liking. now onto my question, i'm trying to create a compatibility patch that changes some crafting recipes to use some new perks in another mod i use. i successfully created the patch however it wont reference to the esp to get what items it should create, and when loaded in the CK with the esp i'm trying to make a master it throws some errors because the records have the same name as the other esp and renames them.

here's a example since i cant seam to think of the right way to word my question

the armor esp has


COBJ somecraftingrecipe1 that creates item aCOBJ somecraftingrecipe2 that creates item bARMO item aARMO item b

the patch esp i'm trying to make

COBJ somecraftingrecipe1 that creates item aCOBJ somecraftingrecipe2 that creates item b

as you see my patch esp doesn't have the ARMO entries, i'm trying to get it to reference the original esp to get that information. the COBJ entries are named the same as well and that makes the CK have a hissy fit. anyway to fix these problems?
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candice keenan
 
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Post » Wed Jun 20, 2012 11:25 pm

Use Wrye Bash to "esmify" the plugin you'd like to use as a master.
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Philip Rua
 
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Post » Wed Jun 20, 2012 11:01 pm

is it possible to have 2 .esm (mod) + .esp (mod) plus Skyrim Master?
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Suzie Dalziel
 
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Post » Thu Jun 21, 2012 11:22 am

Use Wrye Bash to "esmify" the plugin you'd like to use as a master.

was thinking of that, but when published for release wouldn't it look for "originalmod.esm" instead of "originalmod.esp"? meaning the mod would only work for me and no one else unless they also esmify there esps? or am i overthinking it and the recipe will look for a editorID that likely wont change regardless of if the mod is a esm or esp?
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carley moss
 
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Post » Thu Jun 21, 2012 4:57 am

was thinking of that, but when published for release wouldn't it look for "originalmod.esm" instead of "originalmod.esp"? meaning the mod would only work for me and no one else unless they also esmify there esps? or am i overthinking it and the recipe will look for a editorID that likely wont change regardless of if the mod is a esm or esp?

No. Bash doesn't change the file extension; it only flips the master switch.

[EDIT] It might be good to mention that if you manually change the extension, then you would run into the problem you're worried about.
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Eire Charlotta
 
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Post » Thu Jun 21, 2012 5:05 am

No. Bash doesn't change the file extension; it only flips the master switch.

[EDIT] It might be good to mention that if you manually change the extension, then you would run into the problem you're worried about.

thanks that did the trick, one last question, the plugins masters are out of order now, any easy way to fix this? in oblivion i used TES4Edit but that isn't updated.

edit: also any reason why creation kit automatically adds update.esm as a master even if not using any records from it? any way to remove it and would it be safe to?

edit2: fixed the order of the masters by redating the masters in WB, still would like to know if theres a better way to do it after mod creation seeing as i had to remake the whole esp for this fix. now i'm getting a error relating to leveled list.

Spoiler

---------------------------
Warning
---------------------------
MASTERFILE: Unable to find Leveled Object Form (00000000) for owner object "leveledlistentry1".







"Yes to all" will disable all Warnings for this context.
---------------------------
Yes No Cancel
---------------------------

the contents of the leveled list entry seam unchanged however, is this safe to ignore? the leveled list entry's contents are the armors from the armor esp master and gives me this error for all of them. these questions may be out of the scope of this thread but i wouldn't want to start a new one seeing as its relating to the same mod.
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Gill Mackin
 
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Post » Thu Jun 21, 2012 7:56 am

is it possible to have 2 .esm (mod) + .esp (mod) plus Skyrim Master?
The engine doesn't mind, but the CK sure does...
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Melly Angelic
 
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Post » Thu Jun 21, 2012 9:54 am

The engine doesn't mind, but the CK sure does...

Just out of curiosity, what do you mean with that? I may be misunderstanding the question, but in my experience it is possible to have Skyrim.esm, two ESM files for your mod and a .ESP dependent on those ESM's?
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Jonathan Montero
 
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Post » Thu Jun 21, 2012 11:24 am

yes, sir ... the .esp file for the mod master file is too large to handle smooth in the CK, so i want two master for my mod so im able to create a new .esp to fill with new content, and of course Skyrim .esm is active, im a bit shy to enable Version Control for this issue, cause i heard it can cause severe problems with object handling.

The Question is about the dependency of the new .esp file and if two masters active could bring up problems?
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suzan
 
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Post » Thu Jun 21, 2012 6:34 am

MERP uses almost the same set up right now. Our official project plugins:

Skyrim.esm
MiddleEarth.esm (containing the heightmap/worldspace)
Rohan.esm (containing placed references and resources for our Rohan region)

Developers makes ESP files with those 3 enabled, when done the ESP's get merged into Rohan.esm

All with Version Control, it's exactly what you need. There are no "severe problems with object handling", I'm working with Version Control for almost two months already.

Yesterday I wrote a tutorial on the Wiki for setting up Version Control: http://www.creationkit.com/Version_control
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Siobhan Thompson
 
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Post » Thu Jun 21, 2012 6:52 am

Thank you Maegfaer !

I followed your excellent tutorial, now i have one 45mgs Master file and one small .esp, everthing is fine and works like a charm so far for me ...
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Leticia Hernandez
 
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