Plugins

Post » Sat Sep 12, 2009 6:27 pm

ok, i'm making a overhaul for the isengard mod that was made some time ago, so it's not quite what we would make now adays because it couldn't be due to old computers :sadvaultboy:
i've deleted most the trees inside the main part and saved on a another plugin called wl_isengard and quit, later i reloaded and found that the trees had re-appeared, which is unwanted, so it seems that i cant delete stuff in a new plugin that ame from an old plugin :facepalm: so what can i do? megre them? i'm a bit lost at the moment, i've never really come across this.... but this would be a problem as the new plugin needs the old plugin to work, and the old plugin;s stuff cant be deleted by the new plugin, making a wierd landscape.......

so should i merge the 2 together and rename it? or is there any other option? (i dont want to turn isengard into a master file btw)

any suggestions?
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Hilm Music
 
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Post » Sun Sep 13, 2009 1:07 am

Hmm. With all the modder resources out there now, why not just make a new mod yourself? I don't remember any OKs that modder made to use his work, and certainly no OKs to modify his mod.
Also, I remember sending him an email way back when he was active, asking for OKs to use his models, and he didn't even send me a reply back. So I really suspect he would not like someone overhauling his mod.
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Love iz not
 
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Post » Sat Sep 12, 2009 9:52 pm

not even for personal use? which is what i was planning, although thats not the main reason for this thread....i was just wondering how it all worked, i know a bit about it, but this has always stumped me, yeah i know he never said "ok" to using it he was very vague about it all in the readme. but i saw erirk (if i spelt that right) post something in the curent wipz thread, that he'd made some alterations and i thought i would to, ie: add some new trees, some wildlife, make it a bit more immersive. i wasn't planning on do anything that was gonna be released, i just wanna know how to solve this problem in the future, with out having to merge, i thought having stuff down the load list would work but.... <_<
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Lucky Girl
 
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Post » Sun Sep 13, 2009 12:50 am

I think Psyringe posted that http://www.yacoby.net/es/forum/24/5973811164768660.html also works in Morrowind, so you can have one esp delete from another. Can't seem to find that post at the moment.
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Angelina Mayo
 
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Post » Sun Sep 13, 2009 1:09 am

I think Psyringe posted that http://www.yacoby.net/es/forum/24/5973811164768660.html also works in Morrowind, so you can have one esp delete from another. Can't seem to find that post at the moment.



cool, cool i'll look it to that later.....but after what rts said i might not continue it and start a fresh eventually <_< but later i have other things i want to get of my plate :violin:
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Laura Ellaby
 
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Post » Sat Sep 12, 2009 10:18 pm

It's not the date of his esp, I just checked. 2003. (Some modders would date their esps way into the future to make sure they loaded last.)

What I would do is make a copy of his esp and rename it for your personal mod. And modify that.
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Anne marie
 
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Post » Sun Sep 13, 2009 12:07 am

yeah, good idea, i might make it someday, it was just a little thing i was doing as i saw that awesome mod opened it in the cs and couldn't help myself :P but atm i've got two mods i'd like to get out the way first :)
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Laura
 
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Post » Sun Sep 13, 2009 6:05 am

I think Psyringe posted that http://www.yacoby.net/es/forum/24/5973811164768660.html also works in Morrowind, so you can have one esp delete from another. Can't seem to find that post at the moment.

Yes, that works. All you need to do is register the affected .esp file as one of your .esp file's "masters" by using the http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=52. After that, edit your mod with the Construction Set as usual. You'll have to manually select the affected .esp file while loading your mod into the Construction Set, though. That's how I made http://www.gamesas.com/index.php?/topic/1100327-relz-pozzos-rise-of-house-telvanni-v14/ TLSH patch (included in RoHT's archive).
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Rex Help
 
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