I've come to the crossroad of choosing file type for my weather mod: .esm or .esp.
I wonder which one I should choose...
Here's my chain of thoughts below, and I ask here just so you guys think I'm thinking right.
My mod will contain a lot of weathers (and lighting - imagespaces) made by me, and then it will contain those weathers added to climates. The weather and lighting acts as "resources". They alone can't do any harm to the game, since they aren't activated. To activate them, I have to add them into climates.
My thought is that it's best to do an .esm file with just weathers and lighting, and have them act as resources. My thought is further than it's then best to have an .esp that adds the weathers into climates. That way, if something goes wrong there, I never have to redo all my weathers, since the .esm has them and is "safe" (it can't harm the game in any way). So this means, if some patch by bethesda decide to change weather in the game, I'll never have to redo my weathers in the safe .esm file. Only how they are added into climates with my .esp file.
Climates of Tamriel (a weather mod) is an .esm file which is why I started to think about this. Climates of Tamriel however also got the climates added into the .esm file, which in my opinion isn't a good idea because it something goes wrong with that, you have to redo all the weathers and lighting... which would be a nightmare.
My second question is simple but important: how do you save an .esm file? I can't find the save option in the CK... it's just an .esp option there.

You'll find the CK cannot edit an ESM file as, once the internal flag is ticked, it will not allow it as "Active". You can convert an ESM to an ESP with Wrye Smash if you need to get back in there to edit something. I'd ESM'ify the resource file when it's completed, then add it as a secondary master to the plugins utilizing the new forms (ESM just has to be ticked when creating/editing for it to be added to master list).

