Blank ESM?

Post » Sun Mar 06, 2011 9:19 pm

I need a blank ESM but not broken like Rizzens.

Requirements:
*No Interiors/Exterior landscape (Flat mw size is ok I suppose I don't think I will be using default terrain all that much. I just need the clean exterior).
*No meshes or textures included except basic character setup.
*No activators, lights, apparatus, misc, etc
*Classes etc is ok to leave intact.

How would I go on about doing this myself or if there is a file that fills these criteria I'd be very happy =)

Questions?

Thank you =)
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jessica robson
 
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Post » Mon Mar 07, 2011 1:34 am

Do you want the Vvardenfell landmass?
What do you mean by including interior cells? Wouldn't a blank plugin not have any interior cells? Otherwise, you'd need to keep all the houses and doors in exterior cells that link to those interior cells.
There are various blank plugins on PES other than Rizzen's if you search for "blank".
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james kite
 
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Post » Mon Mar 07, 2011 5:22 am

Do you want the Vvardenfell landmass?
What do you mean by including interior cells? Wouldn't a blank plugin not have any interior cells? Otherwise, you'd need to keep all the houses and doors in exterior cells that link to those interior cells.
There are various blank plugins on PES other than Rizzen's if you search for "blank".

Haha, sry. I menat no Interiors/exteriors.
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Eric Hayes
 
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Post » Mon Mar 07, 2011 10:20 am

http://search2.yacoby.net/search?general=blank+esp&game=MW&act=Search&page=1 :)



KF
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Sammi Jones
 
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Post » Mon Mar 07, 2011 9:39 am

http://search2.yacoby.net/search?general=blank+esp&game=MW&act=Search&page=1 :)



KF

None of those really do what I want. I used Rizzens before but it has an error that could not be fixed :/

Humdidudum.. how to make my own.
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Chloe :)
 
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Post » Mon Mar 07, 2011 4:54 am

None of those really do what I want. I used Rizzens before but it has an error that could not be fixed :/

Humdidudum.. how to make my own.

I still don't understand what you want. Can you be more specific about what you want in it? or how you'll use it?
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I love YOu
 
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Post » Mon Mar 07, 2011 5:59 am

Intention:
New game. Not TC but just a clean slate to play with.

Approach:
No MW meshes/landscape etc, except for body meshes(need it for the player character). I'm an artist I'll build the rest myself of the visuals myself. No Dialogue either. The exterior landscape should be flat preferable underwater. Doesn't matter all that much tho as long as it can be used if ever needed.
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Alex Vincent
 
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Post » Sun Mar 06, 2011 9:47 pm

Well, http://code.google.com/p/mlox/wiki/Tes3cmd can easily delete all records of a given type.

So the following command would delete all CELL and LAND records:

tes3cmd delete --type cell --type land --match . myplugin.esm

Or, you could extract just the CLAS and BODY records from some other .esms:

tes3cmd dump --raw-with-header myplugin.esp --type clas --type body Morrowind.esm Tribunal.esm Bloodmoon.esm

dump just CLAS and BODY records to myplugin.esp. You could add more object types in there for other definitions you want to extract.
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Mrs Pooh
 
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Post » Mon Mar 07, 2011 6:53 am

Well, http://code.google.com/p/mlox/wiki/Tes3cmd can easily delete all records of a given type.

So the following command would delete all CELL and LAND records:

tes3cmd delete --type cell --type land --match . myplugin.esm

Or, you could extract just the CLAS and BODY records from some other .esms:

tes3cmd dump --raw-with-header myplugin.esp --type clas --type body Morrowind.esm Tribunal.esm Bloodmoon.esm

dump just CLAS and BODY records to myplugin.esp. You could add more object types in there for other definitions you want to extract.

Thanks for telling me what to do =) Now I just have to cope with the fact that that is greek to me. I'm not very savvy at these kind of things. I'll try to learn it tho...

OK so, i delted the land records off of MW.esm basically. From what I can tell I'd need to delete the path grids and the dialouge as well.
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Ross Thomas
 
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Post » Mon Mar 07, 2011 1:29 am

Thanks for telling me what to do =) Now I just have to cope with the fact that that is greek to me. I'm not very savvy at these kind of things. I'll try to learn it tho...

OK so, i delted the land records off of MW.esm basically. From what I can tell I'd need to delete the path grids and the dialouge as well.

path grids are PGRD records, dialogue are DIAL and INFO.
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Ron
 
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Post » Mon Mar 07, 2011 8:09 am

Why not just make one yourself? As far as I know, all you have to do is load the construction set and start working (w/o loading Morrowind.esm). You'll have to add the bodyparts yourself, but its significantly less work than messing around with removing items via 3rd party programs.
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darnell waddington
 
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Post » Sun Mar 06, 2011 7:09 pm

Well.. I suppos one of the reasons is that land is default above water. While MW esm has it's water below the terrain by default.

@John: Thanks it's getting closer for sure. Where can I read up on the types myself? Also is there a way to rename all cells to something and just fllatten it out, not delete it?
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Alba Casas
 
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Post » Mon Mar 07, 2011 5:40 am

@John: Thanks it's getting closer for sure. Where can I read up on the types myself?

Here's a fairly decent document for the record names/types in a plugin:
http://www.mwmythicmods.com/argent/tech/es_format.html

Also is there a way to rename all cells to something and just fllatten it out, not delete it?

Not really sure what you mean, renaming cells isn't too hard, but if you are talking about flattening landscape, I don't know how to do that, myself. It might be easier to do something like what they are doing in project tamriel, creating a landmass from a heightmap. http://www.gamesas.com/index.php?/topic/1101667-sgm-taking-requests/.
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SaVino GοΜ
 
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Post » Mon Mar 07, 2011 7:57 am

You could try loading up your Morrowind.esm in the ebchanted editor and delete all the categories you don't want but you can delete all cell data in a couple of mouse clicks which will leave you with the island of VVardenfell with nothing on it.

You can also delete the landscape data in a couple of mouseclicks that will get rid of the island as well.
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Fanny Rouyé
 
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Post » Sun Mar 06, 2011 7:14 pm

You could try loading up your Morrowind.esm in the ebchanted editor and delete all the categories you don't want but you can delete all cell data in a couple of mouse clicks which will leave you with the island of VVardenfell with nothing on it.

You can also delete the landscape data in a couple of mouseclicks that will get rid of the island as well.


Wouldn't it be faster to enable saving as ESM and just load/save a blank file as an .esm? Then just duplicate what you want to keep...maybe clone one flattish piece of land that's been stripped (I think TESfaith can do that)?
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Queen of Spades
 
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Post » Mon Mar 07, 2011 2:24 am

Well.. I suppos one of the reasons is that land is default above water. While MW esm has it's water below the terrain by default.

When I open up the CS without loading anything the land's below the water o.O
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Nathan Barker
 
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Post » Mon Mar 07, 2011 6:01 am

Well.. I suppos one of the reasons is that land is default above water.


Land is default above water...so water is bellow the terrain.

While MW esm has it's water below the terrain by default.


While MW esm has it's water bellow the terrain...so the land is above water.

Am I nuts or you said the same thing twice, but in different way? :blink:

Anyway, yeah, not sure what you mean, but by default, the water is always above the terrain :P
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Madeleine Rose Walsh
 
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Post » Mon Mar 07, 2011 7:39 am

Good, good.

My main problem now seems mostly to be deleting all other mesh objects from the ESM. Everything from Activators to statics.
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Trish
 
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Post » Mon Mar 07, 2011 12:31 am

Bumping this (for selfish reasons :D )
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Lucy
 
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Post » Mon Mar 07, 2011 2:52 am

The simplest way would seem to be just starting the CS with no file active, saving, and then opening it in an editor, and cleaning out the GSMT's. This would be pretty darn blank, and clean.

You would need to add the classes and body parts back in, but since you are likely going to be using BB, you could just merge it in. That would at least get your bodies in.
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i grind hard
 
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Post » Mon Mar 07, 2011 7:56 am

The simplest way would seem to be just starting the CS with no file active, saving, and then opening it in an editor, and cleaning out the GSMT's. This would be pretty darn blank, and clean.

You would need to add the classes and body parts back in, but since you are likely going to be using BB, you could just merge it in. That would at least get your bodies in.

That's a pretty solid plan. Then allI have to do is copy scripts. I might try this when I get home. It's just I can't seem to save .ESMs from the editor. I'll have a lookie when I get home.

Thanks =)

Also If I could I would have used my/our own body mesh. I strongly dislike using other peoples stuff. But I imagine that this is something I will actually have to conform to for simplicitys sake, Making new bodies etc seems a bit of a daunting task. Even tho it would actually be preferable imo. haha. Maybe. Once I start thinking about implementing armor and clothing I'll make the final choice.
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Rozlyn Robinson
 
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Post » Mon Mar 07, 2011 12:34 am

That's a pretty solid plan. Then allI have to do is copy scripts. I might try this when I get home. It's just I can't seem to save .ESMs from the editor.

You can use Wrye Mash or tes3cmd to convert a .esp to .esm.
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Sophie Louise Edge
 
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Post » Mon Mar 07, 2011 7:23 am

That's a pretty solid plan. Then allI have to do is copy scripts. I might try this when I get home. It's just I can't seem to save .ESMs from the editor. I'll have a lookie when I get home.

Thanks =)

Also If I could I would have used my/our own body mesh. I strongly dislike using other peoples stuff. But I imagine that this is something I will actually have to conform to for simplicitys sake, Making new bodies etc seems a bit of a daunting task. Even tho it would actually be preferable imo. haha. Maybe. Once I start thinking about implementing armor and clothing I'll make the final choice.


Tried that. Problems I've encountered were rather..odd to say the least. 1st off, it placed me right into the game as soon as I launched it. No main menu appeared to offer me save or new or exit option, I launched, got some animation error, and it placed me right into the exterior (I'm also not sure what the error was, PC had no animation problems whatsoever). In game, everything seems fine, but if I open the main menu again, and try to exit game, or save it, the game crashes. Not sure where would I fix these issues.

edit:typos
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Kortniie Dumont
 
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Post » Sun Mar 06, 2011 8:35 pm

Tried that. Problems I've encountered were rather..odd to say the least. 1st off, it placed me right into the game as soon as I launched it. No main menu appeared to offer me save or new or exit option, I launched, got some animation error, and it placed me right into the exterior (I'm also not sure what the error was, PC had no animation problems whatsoever). In game, everything seems fine, but if I open the main menu again, and try to exit game, or save it, the game crashes. Not sure where would I fix these issues.

I'm not exactly sure what you are describing, but if you delete all vanilla cells, then I believe you will have to do something about making a custom chargen and starting cell, and you'll have to change the [Preload] section of Morrowind.ini to use the new starting cell.
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Yonah
 
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Post » Sun Mar 06, 2011 6:44 pm

That's a pretty solid plan. Then allI have to do is copy scripts. I might try this when I get home. It's just I can't seem to save .ESMs from the editor. I'll have a lookie when I get home.

Thanks =)

Also If I could I would have used my/our own body mesh. I strongly dislike using other peoples stuff. But I imagine that this is something I will actually have to conform to for simplicitys sake, Making new bodies etc seems a bit of a daunting task. Even tho it would actually be preferable imo. haha. Maybe. Once I start thinking about implementing armor and clothing I'll make the final choice.


Yeah, BB is definitely the way to go, unless you just really want to start from dirt. At least with Better Bodies as a base, you will have plenty of pre-made meshes for clothing armor - not to mention, making NPC bodies is apparently highly non-trivial.
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Zosia Cetnar
 
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