How do I create a plugin to modify another plugin?

Post » Sat May 28, 2011 1:23 am

I'm trying to make a house mod compatible with Vality's Ascadian Isles plugin, because both of them modify the same exterior cell and there are some floating trees now from Vality's.

I want to create a new plugin which removes the floating trees.

If I just load Vality's plugin and the house plugin without setting either as the active file, then make the changes and save it as a new plugin, the floating trees are still there in the game.

I made sure to load the patch plugin last in the list. For example:

Valitys Ascadian Isles.esp
House Mod.esp
House Mod Vality Patch.esp

What am I doing wrong here?
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Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Fri May 27, 2011 11:55 pm

What you're looking for is information on how to http://www.mediafire.com/?vdpgm29csgk6cc5 That thread has already been purged from the Forums for its advanced age, so the archived copy will have to do. Basically, you need to add the .esp to .esp dependency via Enchanted Editor (EE). However, don't save your mod in the CS until you're done with your changes, or you'll have to add the dependency with EE again.
Here are two additional links to related threads:
- http://www.gamesas.com/index.php?/topic/1087057-collaboration-on-a-mod/ (my 2c from post #11 ff)
- http://www.gamesas.com/index.php?/topic/1110911-modding-an-existing-esp/
While it's an old hat to me, this topic doesn't seem to age at all. :rolleyes: Just force the CS to acknowledge an .esp file as a master, and you're set... (Alright, there are http://abot.silgrad.com/guppy/file/articles/BadRefDebuggingGuide.html, but if it's for your own use only, that hardly matters.)

Take care :angel:
bhl
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Alyesha Neufeld
 
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Joined: Fri Jan 19, 2007 10:45 am

Post » Sat May 28, 2011 12:30 am

It worked!

Thanks bhl, for providing such a clear and helpful response. For posterity's sake, here is a breakdown of the referenced method for patching .esp's with .esp's:

***
1. Copy the original esp to an esm (with Mash)
2. Load the esm into the construction set, do any changes you want, save the result as a new esp.
3. Change this esp's list of masters to include the original esp instead of the esm you created from it (with Mash)
***


I used Wrye Mash for steps 1 and 3, but apparently step 3 can be done with a tool called Enchanted Editor.
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мistrєss
 
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