Plugin dependency question

Post » Wed Sep 01, 2010 3:50 pm

I've edited a mod that doesn't have Oblivion.esm as a master. When I try to save the script I edited, it saves, but won't allow me to close the script window. If I can't close the script window, I can't save the plugin. The only way it allows me to close the script window is to not save the script. Which, obviously, I don't want. The change I made to the script will make it dependent on Oblivion.esm. I think that's where the problem lies. I've already tried to load Oblivion.esm with the plugin in hopes that it would allow me to save, but it didn't. Any ideas what I could do? I could try to make a random change to some record, and then go and delete it. That may not work though.
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Tamara Primo
 
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Post » Wed Sep 01, 2010 4:51 pm

Save your mod with Oblivion as the master.

Load your mod in TES4Edit.

Assuming that you have no records that over write oblivion.esm, click on + next to your esp name in the left window.
Click on "File Header".
Right click on Oblivion.esm in the right window and select Remove.
Exit TES4Edit, saving your esp.
There you go. No longer dependant on Oblivion.esm.
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Gill Mackin
 
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Post » Thu Sep 02, 2010 12:13 am

No, no, no. You misread my post. The mod isn't dependent on Oblivion.esm. It won't allow me to save changes I made to a script. I believe it won't allow me to save because it isn't dependent on Oblivion.esm. I could be wrong.

Either way, my problem is the script window cannot be closed except by choosing not to save the changes made to the script. I click the save button, and the asterisk is appended to the plugin name indicating that a change has been made to the plugin, but it won't allow me to close the script window unless I choose to not save the changes.

Now, even though it indicates that I have made changes, if I choose not to save the script in order to close the script window, I open the script up again in the editor, and the changes I made are not saved.

I believe this may have something to do with the fact that it isn't dependent on Oblivion.esm. But loading the CS with Oblivion.esm doesn't allow me to save still.

So, any ideas what could be wrong?
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Symone Velez
 
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Post » Wed Sep 01, 2010 2:29 pm

What if you use Tes4Gecko to add oblivion.esm as master? The try to open and save script?
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Rachel Hall
 
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Post » Wed Sep 01, 2010 10:34 pm

No, no, no. You misread my post. The mod isn't dependent on Oblivion.esm. It won't allow me to save changes I made to a script. I believe it won't allow me to save because it isn't dependent on Oblivion.esm. I could be wrong.

Either way, my problem is the script window cannot be closed except by choosing not to save the changes made to the script. I click the save button, and the asterisk is appended to the plugin name indicating that a change has been made to the plugin, but it won't allow me to close the script window unless I choose to not save the changes.

Now, even though it indicates that I have made changes, if I choose not to save the script in order to close the script window, I open the script up again in the editor, and the changes I made are not saved.

I believe this may have something to do with the fact that it isn't dependent on Oblivion.esm. But loading the CS with Oblivion.esm doesn't allow me to save still.

So, any ideas what could be wrong?


No. But maybe using the http://planetelderscrolls.gamespy.com/View.php?view=Other.Detail&id=64 might work.
There used to be a thread here that explained how to install it, but it's been purged. Maybe TNO could help you. Send him a PM.
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Vahpie
 
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Post » Thu Sep 02, 2010 1:01 am

I figured it out. A little troubleshooting and all is good. Thanks for the replies.
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lucile
 
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Post » Wed Sep 01, 2010 11:24 pm

For the record, if the CS won't allow you to close a script window, it is because there are some weird errors in the script. A few types of errors aren't handled well. You get no error message, but the script just fails to save properly, and you don't get to close the window. I assume Malonn found and fixed an error in his script, to get it right.
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Jessica Nash
 
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Post » Wed Sep 01, 2010 10:56 am

Malonn, forgive my for using your thread for my question, but the title is fitting.

I play ROM - Revised Oblivion Mod which has OOO.esm as a master. Now, I would like to use ROM with Frans and MMM for Frans, without OOO. Now, if only the OOO.esm is loaded, does the game get the OOO changes even though OOO.esp is not loaded? What would happen if I removed the quests from OOO.esm, would the game still have OOO content and changes?

My goal was to make ROM not use OOO at all and have been trying for a week by deleteing entries from ROM but could never get it working right. I never modded or modified a plugin so this is a learning experience for me, one that if I had a choice, I would not want :)
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Kelvin Diaz
 
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