Steam Workshop and esm files

Post » Tue Jun 19, 2012 9:20 pm

I'm including an esm file in my mod to take care of the Navmesh bug, but the Workshop doesn't seem to accept esm files. Nexus has no trouble.

Has anyone had luck uploading esm-based mods to the Workshop?

If not, then I guess we'll have to go through Nexus for Navmesh-corrected mods - until Bethesda fixes the plugin bug.
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Ron
 
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Post » Wed Jun 20, 2012 2:31 am

Maybe you could package the esm file inside an esp plugin, though I doubt it...
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Rebecca Dosch
 
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Post » Tue Jun 19, 2012 8:15 pm

Just ignore the workshop, the world doesn't need steam. It's bad enough they impose this onto us to play games.

But perhaps you could rename it to ESP and tell the people to rename it back after downloading?
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Stacy Hope
 
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Post » Wed Jun 20, 2012 12:45 am

it will remove the esm flag if you rename it as esp
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Lizs
 
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Post » Wed Jun 20, 2012 2:53 am

Hahaha... I must say this all smells really bad. I hope for Bethesda and especially TES, that these are really just bugs and it's only my neighbour's dirty old dog I'm smelling right here...
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Mr. Allen
 
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Post » Tue Jun 19, 2012 3:19 pm

The Steam Workshop does not current currently support esm's.
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Cameron Garrod
 
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Post » Tue Jun 19, 2012 10:46 pm

Stuff steam then, use nexus. Oblivion etc worked perfectly well without Steam. We need it for the game, dont bother with it for mods. I have no intention of providing any mods through steam as I intend to hold on to the copyright and ownership of my own stuff.
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Emma Louise Adams
 
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Post » Wed Jun 20, 2012 2:22 am

I wouldn't be surprised if the days of nexus are counted soon when some bastard of a lawyer finds a way to achieve this, because copyright and ownership is only for the big pigs. The "clouds" everyone is recently talking about are actually very dark ones coming our way, it would be a good thing if we all recognized this as a fact, if we want to keep the copyright and ownership of our own lives...
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Dark Mogul
 
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Post » Tue Jun 19, 2012 5:09 pm

If the nexus goes away I stop making mods.

Steam Workshop is getting worse, not better.
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Katey Meyer
 
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Post » Wed Jun 20, 2012 2:06 am

lmao. no matter where you go the completely misunderstood argument of copyright and ownership props up once again.

original creation = you own the copyright

upload mod to nexus, steam or completely unaffiliated 3rd party fileshare = you are granting bethesda rights to distribute your work into their game.

rights != ownership



people act like this is something new, even though this same kind of "agreement" has been happening for decades
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Jessica Raven
 
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Post » Tue Jun 19, 2012 11:39 pm

If the nexus goes away I stop making mods.

Steam Workshop is getting worse, not better.

Steam Workshop is pretty good. it's great for the modder who does not want to over-complicate his/her mod. The uploading is what I love most about the Workshop.

Even if the Nexus disappeared the internet is not bereft of talent that would gladly reincarnate or improve upon it. Besides, it's very difficult to get rid of something people have done out of love for free.
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Roberto Gaeta
 
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Post » Tue Jun 19, 2012 8:20 pm

You could upload the esp and explain how to convert file to an esm. Just advertise your mod so well that they will take the next step. None of this is ideal though until they allow esms. You could direct them to nexus if they don't want to attempt conversion.
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Bigze Stacks
 
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Post » Tue Jun 19, 2012 10:30 pm

You can upload a plugin with its ESM flag ticked, but steam erroneously swaps the file extension with ESP. Both Achievement Remover and More Interactive Items on the WS have their ESM flags ticked and More Interactive Items even has an ONAM list (people were crashing without it). To UL an ESM flagged plugin, change an ESP's extension to ESM, load it as active with CK, *save, then immediately upload (further editing with the CK will make it crash).

*this is when the flag is ticked to match the extension




Maybe you could package the esm file inside an esp plugin, though I doubt it...
You're right to as ESM/p files aren't containers or anything. An ESM could be placed in a BSA, but that would go counter to the whole WS 'no Windows Explorer' thing as the user would have to use a third party tool to extract the contents...
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steve brewin
 
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Post » Wed Jun 20, 2012 12:39 am

lmao. no matter where you go the completely misunderstood argument of copyright and ownership props up once again.

original creation = you own the copyright

upload mod to nexus, steam or completely unaffiliated 3rd party fileshare = you are granting bethesda rights to distribute your work into their game.

rights != ownership

people act like this is something new, even though this same kind of "agreement" has been happening for decades

This is not about something that has been happening for decades, but the completly new phenomenon of cloud structures, WHICH THEY IMPOSE ONTO US!
I don't give a damn about any copyright and any lawyer Schei?dreck in fact, because nothing that I create can ever be stolen of me, simply because it's not a material ware that I own but represents my individuality which I can not sell to anyone!
But eventually individuality can be destroyed if they get us to agree to this, like they try to with this lovely term CLOUD and all its nice sounding promises which in another way is nothing new but has been happening for decades, for example in TV commercials, if you get this (if not, this discussion is pointless anyway). But this whole cloud thing takes this kind of "agreement" to just another level.
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Kellymarie Heppell
 
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Post » Tue Jun 19, 2012 10:20 pm

Hey guys, this is about ESM files and the workshop. If you don't have something helpful to contribute to the thread, don't post.
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Zosia Cetnar
 
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Post » Tue Jun 19, 2012 5:36 pm

Yeah, this was about the workshop in fact. Some people just dig a little bit deeper, you know...
And how do you know this is not helpful for anyone?
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cutiecute
 
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Post » Tue Jun 19, 2012 6:58 pm

Yeah, this was about the workshop in fact. Some people just dig a little bit deeper, you know...
And how do you know this is not helpful for anyone?
Because we've had this debate a million times on this forum and nobody really knows anything about any of it. And the fact is, until something occurs that causes court action against someone for some reason relating to copyright or rights or ownership, we wont know and all we can do is speculate and debate; which always turns into arguing; which doesnt' get anyone anywhere.

That's how this is not helpful.

Please stay on the topic of SW and esm's, which has actually been answered.
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Jerry Cox
 
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Post » Wed Jun 20, 2012 3:25 am

Because we've had this debate a million times

Just take it as a statement of a free person in a wannabe free society. I haven't had this million debates in this forum, so I'm (not really) sorry for being a so called nupp or whatever it was called...
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Nicholas
 
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Post » Tue Jun 19, 2012 5:50 pm

Thanks for the advise everyone!

For now, I think I'll go exclusively with Nexus (not that I have much choice) and stay away from the Workshop until Beth fixes the plugin Navmesh bug and/or Steam changes the Workshop to accommodate "real world" modders.
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Aman Bhattal
 
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Post » Wed Jun 20, 2012 12:39 am

To UL an ESM flagged plugin, change an ESP's extension to ESM, load it as active with CK, *save, then immediately upload (further editing with the CK will make it crash).
The solution probably works for some types of mods, but likely not for those that must override other things that could block its changes.

For example, I could upload Open Cities this way but then every single mod that wants to change the cities will slowly but surely eat away at the mod's ability to make its changes stick, which is damaging in its own right. Solve one problem, open yourself up to dozens of new ones. Every house mod that changes the interior navmesh for instance. Oops, you didn't want to exit to the proper worldspace anyway :P

Have I ever mentioned that I don't like how the navmesh system requires information on doors? Why should I have to touch 90% of every city's interiors just so the doors keep working? The system worked perfectly well in Oblivion when all I had to edit were the doors themselves.
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gemma
 
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Post » Tue Jun 19, 2012 11:00 pm

And it does for some, as you said, like More Interactive Items.ESP, but that's more attributable to its ONAM list compliments of FO3Edit it would seem. Thing crashes w/o it for some if contested...

That an ESM/masterupdated ESP loads earlier than a normal esp would, of course, be just the same if a bona fide ESM. In fact, a masterupdated ESP will load after all ESMs. When TES5Edit hits, you could make a copy (override esp), manually add the ESM as a master, then 'clean' it against said master and reiterate the overrides to Skyrim.ESM stuff to decrease the likelihood of toe steppage by other mods. Of course, currently, that does no one any good given the WS won't allow supplemental plugin uploads.

Yeah, that NavMeshes/NAVI/DOOR REFRs are interconnected so does make thing kinda difficult when more mods are in the mix. It might be worthwhile in some instances to script the doors to teleport the player and any follower(s) to the connected door to pull off the move independently of NavMeshes. Hopefully, people will gather that it's best to not edit NavMeshes unless absolutely necessary given their intricacy and propensity for conflict.
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Kelly Upshall
 
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Post » Tue Jun 19, 2012 5:02 pm

Well if masterupdating is the only solution that exists, that's simply not acceptable to a lot of people. Myself included. I'd just say forget all this crap and go back to Oblivion or something if that's where things are headed. It's not worth using completely hackish methods to mod the game using a tool that's not even meant to be used on it.

That whole thing made such a mess out of FO3 modding it's not even funny and that's not something I want to see happen again.
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Scared humanity
 
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