patch for a esp based mod

Post » Sat Jan 02, 2010 10:50 am

hey

i know for a esm based mod its no problem to make patches in form of a esp... but is there a problem to do the same for e esp mod instead of a esm ?
can i load the mod esp as non active and then make a esp based patch for the esp based mod ?
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Kelvin
 
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Post » Sat Jan 02, 2010 8:51 am

I'm pretty sure that's fine, yeah :)
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Hannah Whitlock
 
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Post » Sat Jan 02, 2010 5:15 pm

You should be careful with changing any object references placed in the world that originate from an esp. I usually avoid doing that at all, because I've seen it cause doubling. Changing objects, dialog, scripts, etc. is fine.
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Jeff Tingler
 
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Post » Sat Jan 02, 2010 10:30 am

As Adul said, be careful of your doubling.

If you want to make sure your patch requires the original, you can set the ESP to be dependent on another ESP in Enchanted Editor or similar (it's possible, just have to hack it in through one of them). You may consider having your original as an ESM or just sending out a combined and updated copy, though.
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Melis Hristina
 
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Post » Sat Jan 02, 2010 9:27 pm

thanks for the answers. seems like the esm would be the easiest way. for the updated esp, had few years ago a lot of problems with that way, but with the MCP and exe fix those problems should be gone?
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Jarrett Willis
 
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