Masterwind

Post » Tue Aug 30, 2011 3:12 am

I found this in the Total Conversions section at PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9135

This is Tribunal and Bloodmoon Merged with Morrowind fixed many errors with it, you still need to have the files relating to bloodmoon and tribunal for this to work. I have 2 versions, an ESP and a ESM depending on what you want to work with, this is perfect for modders to take advantage of if you want to integrate it with your scripts like what I do, or make a TC using this =) either way Enjoy!

Made by Monydragon


Does anyone know about this? What does it take to clean .esm and .esp files to change their master file dependencies?
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Amelia Pritchard
 
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Post » Tue Aug 30, 2011 1:43 am

This has SmartMerger written all over it. Well I'm not sure how it was merged, but I wouldn't be surprised. I'll look it over. SmartMerger can already merge all the main masters, I'm working with tiny issues that aren't game breaking so this seems a little silly to have unless you didn't want to take the 5 minutes it takes to do it yourself.

Master file dependencies are in a way a funny thing. Sometimes the dependency is just a fluke, since that's how you edited with the CS and in reality it doesn't use anything from it. Most of the time you do modify something from some plugin/master. Usually modifying objects in cells requires the master/files. Most records don't say what file they came from

I'm currently working on a version of SmartMerger that will remove the dependency reference (safely) or completely remove what it can.
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Jack Bryan
 
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Post » Mon Aug 29, 2011 7:09 pm

Although I'm certain Smartmerger can handle it, this might be a case where SM is a little overpowered for the purpose. If all that is needed is to remove the dependencies of mods, that can easily be done by Updating Masters in Wryemash.
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lydia nekongo
 
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Post » Mon Aug 29, 2011 7:12 pm

That's true...

There's probably 3 things you need to do for cleaning.
  • Remove nastly default GMST's
  • Remove default entries
  • Remove accidental entries (CS Marks them as changed but aren't, or changes that you didn't want)


I'm sure there's more, but those are the important ones. 95% of the time cleaning your mod ends up with reloading it in the CS, selectively deleting (not loading), then resaving. Then removing the GMST's. The file dependency's entries require a little more work. But if you know you didn't use something, like Bloodmoon or some other plugin, it might be safe to remove that name from the TES3 header (Assuming it doesn't mess with FRMR ID's)
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Milad Hajipour
 
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Post » Tue Aug 30, 2011 3:53 am

Just because it's something I would do, remember *not* to clean the Masterwind file. If you clean all the default entries and GMSTs out of Masterwind, then you won't have any Game Settings at all.
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Heather beauchamp
 
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Post » Mon Aug 29, 2011 6:41 pm

Yeah... cleaning it is pointless unless it has something that it needs to clean against (Remove default record entries since they are included elsewhere). So, pretty much you don't do much of anything with it.
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Reanan-Marie Olsen
 
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Post » Mon Aug 29, 2011 6:24 pm

If one were so inclined, how could .esms like Morrowind Comes Alive or Morrowind Patch Project be made to rely on Masterwind instead of the original three .esms?
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Dan Endacott
 
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Post » Mon Aug 29, 2011 12:33 pm

As I said in my first port, Wryemash can remove dependencies on master esms.
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Michelle Chau
 
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Post » Mon Aug 29, 2011 12:30 pm

With how I understand the FRMR referencing, they would all have to be updated to refer to the new masterwind.esm (Assuming it's the first entry, they would all become 1). Further dependencies would be renumbered to remove the tribunal and bloodmoon master references.

Lands and textures on the other hand are a pain in the butt :P
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Alada Vaginah
 
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