No ground changes in the esm

Post » Thu Jun 21, 2012 7:20 am

So I have this problem : I make some ground changes in my esp. Like make ground elevation and that sort of things and after I am done I want to change the esp to esm because in the esm there are't so much bugs with the LOD. So then I start the new esm the ground is not elevated and changed but in the esp it is okay. Please help me this is really bad glitch. Thank you in advance !
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Nana Samboy
 
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Post » Thu Jun 21, 2012 1:55 pm

I posted about this the other day.

I guess teraforming, if that's what you're talking about here, doesn't work in esm files.

I still haven't figured out how to do a esp/esm setup that should allow you to do this.....I think
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Rebekah Rebekah Nicole
 
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Post » Thu Jun 21, 2012 7:55 am

How about contacting Bethesda ?
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Gen Daley
 
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Post » Thu Jun 21, 2012 4:33 pm

gamesas doesn't reply to emails, by my experience
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Kelly John
 
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Post » Thu Jun 21, 2012 5:05 pm

its not a glitch. an esm is not supposed to override any records from another esm without using an ONAM list (which we cannot create using the CK).
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Kira! :)))
 
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Post » Thu Jun 21, 2012 6:24 am

So this can't be fixed ?
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sophie
 
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Post » Thu Jun 21, 2012 6:34 am

I think you can get around it by using an esp/esm setup.

Amethyst can tell you whether that is correct I think

I haven't discovered how to do it myself
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Roisan Sweeney
 
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Post » 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.
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james tait
 
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Post » Thu Jun 21, 2012 11:58 am

it is possible to separate an esm/esp pair using nothing but the CK alone, although it is a lot less easy than using tesvsnip.

some people have no problems using snip, but that's what i thought until 400+ hours into my project, when i realized i had corrupted records that i never noticed until it was too late (had to start over from the beginning). IMO it is not worth the risk to use tesvsnip. even if the chance for currupted files is low, anything higher than 0% is too high IMO.
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Joie Perez
 
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Post » Thu Jun 21, 2012 4:27 pm

I am planing to do this. I will work in one esp and in that esp i will make everything. Then when I convert to esm I will duplicate the esp and will delete every object in the copied esp. Then i will make some ground changes and I will use one esp for the ground and esm for the objects.
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Sunny Under
 
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Post » Thu Jun 21, 2012 7:31 am

If you are starting from scratch with the intent to use an esm and esp combo, you can do it in a way that you don't need to perform any separations. When you are working in your main file that will become the esm, just don't make any changes to vanilla objects or the landscape or navmesh in the vanilla cell. Then make those changes separately and save them into a separate esp. Do that by loading the main esp, but don't make it active and start a new empty esp to save into when you are making the vanilla changes. That would be better than making the separations with either the CK or TESVSnip. It just takes a little planning.
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Mrs. Patton
 
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