» Tue May 17, 2011 11:02 am
This is how I work on the esm part. First I work on the esp as always, I build test cells to test scripts for quests, weapons or whatever it need to be tested. Then I write on paper how to design the whole structure of the mod.
My mod use a lot of new areas, items etc. So first I'll take care to create all the entities I need for the mod, so at the end the esm will keep all the new data, but for the stuff that need t o modify original game content I wait.
For example, I have a new house that I want to put in Goodsprings, and to do that I want to open one of the blocked houses already in goodsprings. Using an esm for unblock the outside door will not work, as everything inside FalloutNV.esm can't be removed with another esm, so I just create a new interior cell for that house and write on paper where it should go.
At the end when I'll have everything up and running, I'll use another esp along with my esm to modify original content to make that house unblocked from outside.
In the end I use the my esm as Data carrier, everything new nad not tied to the original game go in the esm, what need to be modified in the original FNV esm will be inside the esp.
At the end I'll have:
MyMod.esm
MyMod.esp
It sounds like a pain in the ass, and it is lol. But for me is the best way to work on when you have to build a big mod.