Masters Section Within Wrye Bash (on the Mods tab)

Post » Tue Mar 15, 2011 8:01 am

Hey folks,

Within Wrye Bash, on the Mods tab, in the right pane, there is a windowed section titled "Masters:"

I have 1 or 2 esp's that reference an old name "Master (esp/esm)" file, case in point, a CM Partners partner addon called Moon Elves (FileID on TESNexus = http://www.tesnexus.com/downloads/file.php?id=25231).

Now this Moon Elves esp (companion_moonelves.esp) references, in that Masters window, the esp X.Moon.Elf, however the download needed to make the Moon Elves companions work - as far as I am led to believe from reading the ReadMe - comes in an updated compilation pack with a new esp named X.Races.Comp.esp.

Question: Is it perfectly fine to simply just change the referenced Master from the old to the new for it to work so that companion_moonelves.esp loses its "redness" within Wrye Bash? Is that all there is to it? Or is it more involved than that?

Regards,
Dodgy Bob
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Tha King o Geekz
 
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Post » Tue Mar 15, 2011 9:06 am

I only done this once with a mod that I merged, had to change the master, and it worked. But that is something for the mod author to answer if changing the esp master is OK.

With a missing master I do not think you can even build the patch, much less load the game with the esp active.
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Post » Tue Mar 15, 2011 12:54 am

I only done this once with a mod that I merged, had to change the master, and it worked. But that is something for the mod author to answer if changing the esp master is OK.

With a missing master I do not think you can even build the patch, much less load the game with the esp active.


Yeah, I was thinking the same along those lines.

Maybe it might just be best to deactivate and remove the offending esp's and just go from there.

I thought it would be more tricky than that :(

Dodgy Bob
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