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  1. Hi, I'm new to mods and modding. I DO read instructions and understand most of it, but still need an advice from you guys over one thing. I'm trying to mod my New Vegas and succeeding for the most part. However I get the "missing master" error for following mods: - Project Nevada Eve All DLC - Project Nevada - WME - Project Nevada - WMX All of the above are downloaded from the Nexus site. The specific missing files are: - EVE FNV - ALL DLC.esp - Weapon Mod Expansion.esm - WeaponModsExpanded.esp If they are not in the official packs on Nexus, then where to look for them? The full mod list looks like this: GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 NevadaSkies.esm=1 More Perks.esm=1 More Perks for Companions.esm=1 More Perks for Dead Money.esm=1 More Perks for Honest Hearts.esm=1 More Perks for Old World Blues.esm=1 More Traits.esm=1 SomeguySeries.esm=1 Run the Lucky 38.esm=1 FiveNightsAtVault5.esp=1 NVStripOpen.esm=1 Momod.esm=1 CFWNV.esm=1 Project Nevada - Core.esm=1 Project Nevada - Cyberware.esp=1 Project Nevada - Equipment.esm=1 Project Nevada - Rebalance.esp=1 Project Nevada - Old World Blues (No Cyberware).esp=0 Project Nevada - EVE No DLC.esp=0 Project Nevada - EVE No GRA.esp=0 FalloutNV_lang.esp=0 NevadaSkies - Ultimate DLC Edition.esp=1 NevadaSkies - Basic Edition.esp=1 FNV Realistic Wasteland Lighting - All DLC.esp=1 NukaCola-Ojo.esp=1 MojaveSandyDesert.esp=1 dD - Enhanced Blood Main NV.esp=1 Vurt's WFO.esp=1 pyDoF.esp=1 boa ncrpahelmet.esp=1 Boacombat2glove.esp=1 CAGE 1.9.3.2.esp=1 Immersive Karma.esp=1 Real Recoil.esp=1 Sit Anywhere.esp=1 B42Inertia.esp=1 More Perks Update.esp=1 More Perks for Companions Update.esp=1 More Perks for Dead Money Update.esp=1 More Perks for Honest Hearts Update.esp=1 More Perks for Old World Blues Update.esp=1 More Traits Update.esp=1 realistic headshots.esp=1 populatedcasino.esp=1 The Lucky 38 Empire.esp=1 NewVegasBounties.esp=1 NewVegasBountiesII.esp=1 Wakeup.esp=1 TheInheritance.esp=1 Blackrow.esp=1 Sprint Mod.esp=1 Improved Throwing1.esp=1 Companion Sandbox Mode3.esp=1 StripOpenMain.esp=1 Project Nevada - Dead Money (Rebalance).esp=1 Project Nevada - EVE All DLC.esp=0 Project Nevada - WME.esp=0 Project Nevada - WMX.esp=0 Project Nevada - Dead Money.esp=0 Project Nevada - Gun Runners' Arsenal (Rebalance).esp=1 Project Nevada - Honest Hearts.esp=1 Project Nevada - Lonesome Road.esp=1 Project Nevada - Old World Blues.esp=1 Project Nevada - Gun Runners' Arsenal.esp=0 For the time being the problamatic ones have been turned off, so I'm able to run the game at all. Thanks!
  2. Assuming I have everything else in an ESM, can I safely edit EVERY NPC in one ESP? Or should I split it by like Race or Hold, etc? Things like Bijin edit a ton, but I haven't really seen any that cover *everybody*. ESPs have a limit and I'm not sure how easy it is to hit with just Actor edits. Basically, I'm redoing a personal overhaul, because I had a PC failure and have yet to retrieve anything from that hdd. SO, rather than wait on that, I'm rebuilding it entirely, in a much more organized fashion this time. It got very tedious un-esmifying things if I forgot something, going into the CK, then forgetting to re-esmify beforehand and having to reload 16 dependencies... once the CK feels like opening again! >.<;
  3. Hi, Had some great advice from here in the past, and you guys are much better at this than me, so thought I'd reach out again. I've put a TL;DR at the bottom. I'm the author of Midwood Isle and as part of the update I am planning. The mod has always had some issues with lag, so I'm looking for some advice. I think its related to the mod being an ESM. I created the mod as an ESP in the LE CK, then turned it into an ESM using the ESMify script for xEdit. Below is what I found when testing the FPS: I think the reduced fps and lag spikes are due to the mod being an esm. The only reason I can think of is that (to my knowledge) an esp loads everything as persistent, whereas an esm has everything temporary and loads it in as you see it. That should in theory cause it to run faster, (so no idea why its slower) but it could explain the lag whilst exploring (loading the new cells). Regardless, I have no idea how to prevent this. With the mod being as big as it is, as well as issues like the grass and sky bug which affect esp files, I'd like to have the mod run smoothly as an esm, but I can't think how. I'd appreciate any advice :smile: TL;DR - Converting Midwood Isle to esm with the ESMify script seems to cause a lower fps and frequent lag spikes when compared to leaving it as an esp. No idea why this is :sad:
  4. Hi, Had some great advice from here in the past, and you guys are much better at this than me, so thought I'd reach out again. I've put a TL;DR at the bottom. I'm the author of Midwood Isle and as part of the update I am planning. The mod has always had some issues with lag, so I'm looking for some advice. I think its related to the mod being an ESM. I created the mod as an ESP in the LE CK, then turned it into an ESM using the ESMify script for xEdit. Below is what I found when testing the FPS: I think the reduced fps and lag spikes are due to the mod being an esm. The only reason I can think of is that (to my knowledge) an esp loads everything as persistent, whereas an esm has everything temporary and loads it in as you see it. That should in theory cause it to run faster, (so no idea why its slower) but it could explain the lag whilst exploring (loading the new cells). Regardless, I have no idea how to prevent this. With the mod being as big as it is, as well as issues like the grass and sky bug which affect esp files, I'd like to have the mod run smoothly as an esm, but I can't think how. I'd appreciate any advice :smile: TL;DR - Converting Midwood Isle to esm with the ESMify script seems to cause a lower fps and frequent lag spikes when compared to leaving it as an esp. No idea why this is :sad:
  5. As I mentioned a while back I'm making a mod at the gun runner's which adds a expanded Bunker filled with loot, a garage for car mods with vertibird mod landing pad, and a side story about an army squad resupplying a Bank when the bombs fell. I've managed to make the mod stable after a redesign, and now Its functioning in game. The issue is that there's several mods listed as needed masters; such as MoonQuest.esm (from boom to the moon quest mod, as I wanted to look at a watercooler script) and speedyresources.esm ( a GECK asset expansion I ultimately didn't need as vanilla assets worked better). I can see these mod's assets from static objects to scripts, but what I want to know is, how do I work out what is needed for my mod, I imagine there's a way to see what's in use, but I don't know how. Hope one of you guys can help.
  6. hi! i've been making a new npc as an exercise in learning to mod new vegas, and i've encountered a bit of a problem. my npc uses new hair and armor models i've made and imported, and while they work perfectly running from the esp, when i convert the esp to an esm (to resolve the skin mismatch) the hair disappears completely. i haven't found a solution that doesn't either make my character bald or have weird skin. is there something im missing? thanks in advance for your help! :geek:
  7. So, I want to make a patch between Jaysus Swords and Hunterborn. Specifically, I want the Hunting knife from Jswords to be a viable Hunting knife in Hunterborn, one that can be used to skin and harvest. First I tried to make Hunterborn knives disenchantable, but realised they aren´t enchanted to begin with. Instead they have a keyword added to them. Now, how do I load Jswords,esm and Hunterborn.esp in such a way that I can use Hunterborn keywords to make a patch plugin?? Thanks in advance!!
  8. Hey, so I'm a first-time Mod-Organizer user. I've done a lot of reading up and work for a few days and am right at the end of my rope with installing mods lol (I have over 100 installed). I am encountering an annoying problem... I have Enhanced Blood Textures Installed, along with Monster Mod. The actual Monster Mod downloads a file called SkyMoMod.esm...but Enhanced Blood thinks it is an esp so it thinks there is a missing master...is there any way to fix this? Here is a pic. I will also attach the image.
  9. So how do I turn an esp into an esm? Can it be reversed back into an esp again? There are a lot of mods out there which require additional esp as master to be loaded - how do Iink an esp to a esp and or master?
  10. Kann mir bitte einer sagen wie man die unofficial Patches Dawnguard etc. auf ESM umschreibt da bei mir nur die esp angezeigt werden? Finde keine anleitung die das erklärt danke.
  11. Evening all. I've got some questions about overriding an existing mod's map's navmesh in a bugfix ESP. I've been working for a few months on a series of addons/bugfixes to an existing mod. The parent mod has an ESM that contains most of the maps, and an ESP that contains some other maps and most of the non-map mod data. Some of the existing maps from their ESM and ESP need some navmesh work. There's some places where NPCs and creatures follow a navmesh that goes off through wall into an area that no longer is actually there or is now unreachable by the player. They walk through a cliff wall, for example, into a place the player has to TCL to get to, to kill them. And the level won't proceed in some cases without those clipping enemies killed off. I spent some time last night re-navmeshing a mini worldspace from the parent mod's ESP. I saved my work, closed the GECK, re-opened it a bit later, and discovered that my navmesh of the worldspace had been cleared and the parent ESP's replaced. So all the work was undone. I'm guessing this is the same sort of problem I ran into when I tried to delete something from a parent mod map and found it restored when I reloaded the GECK. In that case, I ended up just keeping the thing in the map and making it disabled - that at least worked, but deleting it entirely restored it. ... In this case, what solutions are there? ... Would I have to copy the entire worldspace or interior cell from the parent ESP or ESM into my addon mod via FNVEdit in order to have its modified navmesh not thrown out? Would that even work? Would it possibly work for maps from the ESP but not those from the ESM? Any options I'm not thinking of? I've been releasing my work with the knowledge of the creators, but so far what I've been doing has been simply overrides and additions. If there's no way to do what I explained here with a simple override, I'll try to get the OK to copy the entire worldspace into my addon, but I'd like to avoid that. If that's the only option, I'll ask the modmakers' permission before I do it. Any information is greatly appreciated!
  12. Can someone tell me where ( Dawnguard - Textures.esm ) comes from? I have had a certain vampire mod for quite a while and never had any problems until now. It is telling me this master file is missing but i don't know where it's from. I have all the dlc including Dawnguard and even tried re-downloading that dlc and the hd textures just in case but it's still missing. I have tried re-downloading the dlc and the hd textures Skyrim HD - 2K Textures Optimized Vanilla ( and dlc ) Textures - HD and i have searched the s**t out of google and still no luck.
  13. I was planning on using some weapons from weapon pack, and armour from a separate armour pack to make my own mod for personal use...and with permission, maybe release it later. The trouble is, because of the way geck is, I have to use the esm file of the original mods. It means I cannot use the new weapons or armor without those esm files. Now I've seen mods that simply use an esp file without needing esm file.For eg. Millenias individual weapon mods. It carries textures, sounds and an esp file. I guess the main question is this: How do I take the compnents (weapons and armors) and use them without needing the old esm file?
  14. A number of the mods I have installed demand that their masters be in either an order that would be incompatible with a number of other mods in my load order, or one that has an esp before an esm. Specifically, Advanced Recon Tech - Detect Traps.esp wants Advanced Recon Tech.esm to be before Detect Traps.esm Project Nevada - Rebalance Complete wants Project Nevada - Rebalance.esp to go before Project Nevada - Extra Options.esm CCO - GC PN Rebalance Patch.esp wants Project Nevada - Rebalance.esp to go before CCO - Gameplay Changes.esm CCO - CP PN Patch.esp wants Project Nevada - Rebalance.esp to go before CCO - Gameplay Changes.esm Project Nevada - Cyberware Additions.esp wants Project Nevada - Cyberware.esp to go before Project Nevada - Extra Options.esm Project Nevada - Cyberware Additions.esp wants Project Nevada - Cyberware.esp to go before Project Nevada - Extra Options.esm WMX-EVE-AllDLCMerged.esp wants WeaponModsExpanded.esp and EVE FN - All DLC.esp to go before the HH, OWB, and GRA esm files. Can anyone here offer any advice on what can be done to fix this? It would be greatly appreciated. No longer relevant.
  15. So we're working on GoE as a modular project, partially because we have different people on different sections of the game and partially because the autosave time gets too blasted long. Because of the damn .nam files, at one point, I ended up with having our mods requiring all the DLCs when it should just require Old World Blues. Clean Masters in FNVEdit doesn't work to remove it. While we've bypassed the problem by "duplicating" the mod (copy/pasting) into a new clean mod, is there any other better way to do this? Secondly, I have two "Asset Core" .esms (Because I didn't have a clue what I was doing way back when) which two "Level/Worldspace" .esps are dependent upon. What's the most effective way to merge the two Asset Cores without causing problems with the Level/Worldspace .esp dependencies? Finally, how do you handle modder's resources? What's the most effective way to get the assets into your mod without too much trouble and without having yet another dependency?
  16. Hey i'm pretty new to modding, and have hit one heck of a hurdle, been working on this one companion mod for ages ( script/dialogue wise etc) and decided i wanted to give him a custom look, thought it'd be easy after the other stuff i had to do, nope, turns out it isn't, or I'm bieng an ass. I want to use a texture for a certain kind of power armour, I thought i could just take the texture from it's folder and make it a standalone armor within my mod, full credit was going to be given ofc, but i wanted to try and keep my mod to one esm like niner or willow and not have a million other mods needed. That was the first hump, that and i wanted to give him a scarred race but can't for the life of me figure out how to do it. If anyone could help me out with these problems that'd be great.
  17. Okay, so I decided to finally go through and make the massive amount of changes my worldspace required. Since it was suggested by several people on this forum, I was using Mod Organizer to launch the various programs such as GECK Power Up & FNVEdit. So when I'm going to merge the worldspace changes into the patch (I did it in an .esp with the .esm dependency as a safeguard), I suddenly get this GIANT list of References that are being injected into another one of my .esps. References that make no sense...turning cliffsides into terminals...and all sorts of strangeness. I don't even know what I'm reading to be honest. I went again and did the merge and it resulted in the most error-laden monster I've ever seen. I've never seen this type of behavior before when loading a modified .esp and I'm really worried that I'm going to have to redo everything. Please tell me there's an easy fix here. Or failing that, tell me a way I can copy the worldspace changes (and they are only worldspace changes: landscape vertex adjustments, redone textures, replacing various rocks, cliff with items that have LOD, resizing, new trees, etc) into a clean .esp or into the .esm itself? I tried to rename the FormIDs in the .ESP, but I always get this error: Error: Can't remove FormID [03000E47] from file [05] GoE Ponyville - AV Redux VA100 - (Cleaned Copy).esp: FormID not registered - And then I cannot find that FormID in the .ESP for the life of me. Somebody please tell me how to fix this and how I can prevent this from ever happening again. I'm freakin' desperate here. Here's the part of the original list when I load the new .esp with the .esm [00:01] Background Loader: <Note: [REFR:06000E4F] (places CliffVertiA1 [sTAT:00156266] in GRUP Cell Temporary Children of [CELL:040167B0] (in AAAGoEAppleloosaValleyVB300 "Appleloosa Valley" [WRLD:04000B01] at -13,7)) was injected into GoE Ponyville - AV Redux.esp>[00:01] Background Loader: <Note: [REFR:06000E50] (places CliffVertiA1 [sTAT:00156266] in GRUP Cell Temporary Children of [CELL:040167B0] (in AAAGoEAppleloosaValleyVB300 "Appleloosa Valley" [WRLD:04000B01] at -13,7)) was injected into GoE Ponyville - AV Redux.esp>a[00:01] Background Loader: <Note: [REFR:06000E4D] (places CliffVertiD2 [sTAT:0015ECA4] in GRUP Cell Temporary Children of [CELL:040016E9] (in AAAGoEAppleloosaValleyVB300 "Appleloosa Valley" [WRLD:04000B01] at -15,8)) was injected into GoE Ponyville - AV Redux.esp>[00:01] Background Loader: <Note: [REFR:06000E4E] (places CliffVertiD2 [sTAT:0015ECA4] in GRUP Cell Temporary Children of [CELL:040016E9] (in AAAGoEAppleloosaValleyVB300 "Appleloosa Valley" [WRLD:04000B01] at -15,8)) was injected into GoE Ponyville - AV Redux.esp>[00:01] Background Loader: <Note: [REFR:06000E51] (places CliffVertiA1 [sTAT:00156266] in GRUP Cell Temporary Children of [CELL:040016EB] (in AAAGoEAppleloosaValleyVB300 "Appleloosa Valley" [WRLD:04000B01] at -14,8)) was injected into GoE Ponyville - AV Redux.esp> Here's the evil list of everything changed in the merged .esm.
  18. Hey guys think my question here, in sum (=tldr), is "How do I get FO3Edit to fetch the esp's where Mod Organizer stores them?". Short intro... Years ago I played FO3 and FO3NV unmodded. With the coming of FO4 I returned to my journeys in the Wastelands. This time modded. So I have only been modding my games in the most of a week (not newb in computing thou). I have been watching approx. 90 % of Gopher, Xuul and Weasels tutorials. And got the mods to work without big crashes. But.... the FO3Edit only get the master files (esm) from the DLCs when running the FO3editor. I have spend two whole evenings trying to fix this (have also read the fully FO3Edit Training Manual). No fix yet. Back to Q: I have installed FO3 GOTY from Steam in a folder on D-drive. FO3Edit is installed as shown in the tutorials. I have noticed in the FO3Edit logtxt (and elsewhere) that the editor "still" go to C-drive for the plugins (esps). I can't find a way to change this in the FO3editor it self (or I may have missed it). I have read about editing the H_key localmachine and other stuff but found no fix at all. End of Q Any help to point me in the right direction is much appreciated. /Happykitedragon
  19. Hey there, So, I recently got finished with the first part of the GECK tutorial and decided to take a break before I moved onto to step two. Now when I go back to load up my project (Vault 74) there is absolutely nothing inside of the render window. Could someone please clarify why this is and how to get my information in the render window back? Thanks!
  20. Hey i just have few question about skyrim,since i just bought it on steam $19.99,and there's 3 DLCs which im going to buy too,but the question is,since my friend also have skyrim and he have those 3 dlcs,what would happen if i copy his dlc's esm (dragonborn,dawnguard,hearthfire) into my skyrim data folder,would i automaticlly have the 3 DLC will it work?? and may i know does doing this legit??if it does i just dont have to waste money on buying the 3 dlc left lol.
  21. So I think this has sort of been covered in other topics but I don't think anybody's trying to do exactly what I'm trying to do. I'm making a mod called "Here There Be Monsters - The Call of Cthulu" that is a sequel to my mod "Here There Be Monsters." As such, all I want to be able to do is have HTBM-COC use assets from HTBM. For example, I want to be able to give returning characters new dialogue and be able to have the new quest point to an alias that was made in the first mod. I thought this was as simple as opening the first one in the creation kit with the new one as the active file, but everything I've read seems to make it much more complicated than that. I figured the user could just download both, make sure the load order is right, and be fine. I don't really want to edit anything in the first mod, I just want to be able to use that stuff in the second mod. Am I making this more complicated than I need to?
  22. Hello, I am new to modding and DESPERATELY need some help. I wanted to make some custom enchanted gear for one of my characters, so personal use. The first couple of items worked fine but then I hit a snag with the gloves/gauntlets, amulet and boots. The items I want to use come from other mods and I think the problem is that said mod files are ESP's, rather than ESM master files. I think I understand the basics of how these two files interact, ie the masters are the base and the ESP is like an addon that tells the ESM if and how to be modified. The amulet i wanted to use came with the Tytanis mod, a single ESP. For the Gloves and Boots, the mod (Art Of Magicka) came in two parts ; AOM.esm and AOM.esp. Its just my luck that the boots/gloves I want to use are part of the ESP part. I need to ask is there anyway around this problem? Can the AOM.ESP and the AOM.ESM be merged? Can I convert the Tytanis.ESP into a master file? Can I transfer all the data from the AOM.esp into my own plugin? Is there a way to use an ESP as a master? What would be the best way to get around this? Thank you for any replies, as this has been driving me crazy. I've had a headache for a week now.
  23. I have both the Classic Fallout Weapons and Weapons of the New Millenia installed. Upon playing with both mods, I found that there were alike guns in both weapon packs. For example, both WNW and CFW have an M14, but the M14 in WNW is superior (no surprise). My goal was to remove the duplicate weapons from CFW so there wouldn't be two different items of the same gun. So I opened up the .esm and .esp for CFW in FNVEdit and began to remove the undesired weapons by accessing the weapons tab, right clicking the mentioned undesired weapons, and removing them. I got through all of the weapons and launched the game. It went through the usual logo screens as expected, but the menu with the start, load and save buttons never loaded. It didn't crash because the music was still playing, but since the menu never showed up I couldn't really do anything so it's no better than a crash. So I go back to the .esm and .esp. I check through the other tabs for leveled lists and such and find that there are red and underlined entries in these tabs. So I edit those to remove the red, underlined parts (which I assumed to be an error that would cause the mentioned error above). So, with hope of actually getting the game to start, I launched the game and the same error persisted. Why can't the game just load already?! Because I want to play Fallout, I have deleted those changes and just reinstalled the CFW mod. Now I have to deal with duplicate weapons again. P.S. I have the proper .esm files. I checked in Wyre Flash to find what the problem could possibly be, and CFW showed up as Orange but not red. It mentioned an issue with my load order. CFW.esm should be just after FalloutNV.esm but before any of the DLC. This isn't the issue because I actually did that, and the error did not persist despite the different load order prior to my "noob" editing to the CFW esm and esp.
  24. So I have a master file EpicRestoration.esm. It has two child plugins for DLC, EpicRestorationDawnguard.esp and EpicRestorationDragonborn.esp. Those both depend on the ESM master. And it all works! These versions are just groovy. I wanted to make changes to the master, though. So I started a new plugin file, EpicRestoration2.1.esp, and made my changes there. I now want to merge the ESP into the existing ESM. It is very important that the Form IDs in EpicRestoration.ESM do not change, because they need to stay the same for the DLC child plugins to keep working. I want to override existing forms in the ESM with the versions in the 2.1 ESP, and I want to add the new forms in the 2.1 ESP to the ESM. Is that even possible? Tes5edit can let you merge plugins, but that doesn't work when the plugins already have a parent/child relationship (references from the child to the parent get messed up in the resulting merged ESP.) There is apparently a tool called tesv-snip that lets you copy-and-paste forms from one file to another, but basically everywhere says that tool is out-of-date, unsupported, not to be used, etc. So it doesn't seem worth the download. Also, for future reference, is it possible to convert the ESM back into an ESP, edit that ESP, then convert it back to a master? Would doing that have spared me this dilemma? Thanks in advance, -Haptly
  25. I've spent the past few months teaching myself 3d modelling and created several new items including armor, weapons, accessories and hairstyles. I've been using blender, 3ds Max, Nifskope, Gimp and other resources - I've saved all my files in the .dds and .nif formats and I would now like to create an esp or esm to combine them all. I have no idea where to start - do I need the creation kit, TES5Snip, TesEdit? Can someone please explain how I go about doing this or point me in the direction of a good youtube video that explains the process in as much detail as possible. I have more hairstyles than armor or weapons so I'd like to start there - as far as I know there would be no scripting or animation involved so the process shouldn't be too complicated. Thanks to all the expert modders out there for providing so much good content and information! Your work is appreciated.
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