Is there a "right" way to edit and save a .esp file?

Post » Fri Jun 22, 2012 12:45 am

I'm having issues with editing a .esp file I created that adds several unique weapons and armor pieces to the game. After I make my edits and save, the new saved .esp only contains the items I made changes to while everything else is lost. Right now the only workaround I have found is to change everything I added to the .esp so it has an asterisk next to its name.

Is there a way to edit a .esp so the Creation Kit recognizes and keeps everything and not just what I last worked on?
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Thu Jun 21, 2012 8:57 pm

Yes there is.

When you select your mod for opening and editing in the Creation Kit, you have to set it to be "active". That way, when eventually saving, the CK will update your changes into the old file together with the pre-existing stuff rather than just create a new plugin with only the changes.

In fact, if you don't, the CK specifically asks, whether you really wish to proceed with no file as "active".
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Thu Jun 21, 2012 8:56 pm

This has been a problem for long. It was already like that in the Construction Set. When you edit an esp and change one thing only in it, you have actually modded it. So that it works you must keep the two mods on.

I'd also like to know if there's a way around. :smile:


In fact, If I remember correctly, the CK specifically asks, whether you wish to proceed with no file as "active".
Yes, but how do you set a file as active ? I remember using the "set as active" button but noticed no effect.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Thu Jun 21, 2012 8:55 pm

Yes, but how do you set a file as active ? I remember using the "set as active" button but noticed no effect.
I am simply perplexed. It has always worked for me.

Resorting to wild and silly guesses here: Could there be an issue with Windows user accounts rights or read-only files or something like that?
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Thu Jun 21, 2012 2:18 pm

I am simply perplexed. It has always worked for me.

Resorting to wild and silly guesses here: Could there be an issue with Windows user accounts rights or read-only files or something like that?
Argh, I'm the admin of my computer so I shouldn't have this kind of problem, should I?

I also had files that were set as active although I hadn't clicked on the "set as active" button...
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Thu Jun 21, 2012 2:53 pm

No, you shouldn't.

The "set active" button works as a toggle, so if you press it twice, the file is "deactivated". It is also deactivated if you use the button to select another file. I wonder if you have used it to select all the masters as well rather than using the click-on squares (could be a silly question)? The only thing really required should be to toggle "Set active" on the plugin you wish to edit, and the CK will know precisely what you want to do, and even load all the masters to the plugin automatically without you having to specifically point them out (unless you want to add new masters or have some other plugin as a template for your new edits).

The thing to watch for is, that before you press "Ok" in the data menu, the status of the plugin you wish to edit should be "active". And there can only be one.
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Thu Jun 21, 2012 10:50 pm

I've never tried to check only the esp I wanted to edit. If I follow, doing so and clicking on OK should also select the master files it was made with and set it as "active"?
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Thu Jun 21, 2012 3:37 pm

Sorry for the many edits to this post, I had difficulties in following the question.

No, just checking it is not enough, You have to manually set it as active. Before pressing "Ok", make sure that its status is "active".

But, if you simply press "set active" on your plugin, it should automatically be also checked for loading, and the CK will find the masters on it's own. You can actually see them listed in the right hand window.

The key point is, that if no file is marked as active, the CK will assume that you want to create a totally new plugin having as its masters whatever .esm files you have checked for loading. And if I recall correctly, any data in the selected .esp files will be the default for your new plugin, if you choose to edit the same records. Haven't really checked all that thoroughly with the current CK, though.

I am pretty sure there should be instruction for this in some wiki somewhere.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Thu Jun 21, 2012 5:50 pm

I'm kicking myself for not figuring this out sooner. Thanks for all your help.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Thu Jun 21, 2012 7:51 pm

I eventually figured it out yesterday: in the Data window, select the esp you/I want to edit (select, not check) and then press the "set as active file" button so that the esp gets checked. After that, click on OK. :smile:
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Thu Jun 21, 2012 3:48 pm

Strange, if I don't select an active file the ck warns me, so this was never an issue to me.
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am


Return to V - Skyrim