Revising an existing .ESP script, and saving my work.

Post » Sun Aug 03, 2014 9:23 am

Heya.

While using the GECK, I copied a revised script, pasted over the original script in an ESP, and then tried to save it.

I'm forced to rename the file, and then my revised ESP only contains the new script, and nothing of the other elements of the original file.

I'm obviously forgetting some key steps, so I'd appreciate any advice you're willing to share.

How do I revise only the script, and then save over the original ESP, thereby revising it.

or,

How do I revise the script, rename the ESP, and then ensure that all the original assets from the source ESP are included in the revised version?

Hope this all makes sense. Thanks in advance for your help and advice.

-Joe

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DarkGypsy
 
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Post » Sat Aug 02, 2014 10:46 pm

Im not familiar with NV ... sorry if this doesn't apply then.

But with Fo3 you can change masters into plugins and vice versa with Fo3-edit in the file header.

This operation only changes whether they are called "Plugin" or "Master" which is what the geck recognizes also load order listings.

However the extension of .esp or .esm has to be changed manually. So is your file saying master or plugin ... I'm just not familiar with how Obsidian names them ... only Bethesda.

Hope that helps ... if not , I'm sure someone else with the anwser will happen by.

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louise fortin
 
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