My guess is that you're loading the Oblivion.esm file, the TDA's armory
esp file and the Castle Wolfspike
esp file. Here's where things go wrong. You can't use resources from one esp in another esp. You can only use resources from esm files. This is called "Mod isolation":
Many beginning mod creators get frustrated with TESCS because it seems to let you select Oblivion.esm and one or more ESPs in addition to your "active" file. The content from those ESPs will appear to be usable, but it's not. When you save your new plugin, TESCS will refuse to remember that your plugin was built on top of those other ESP files. If you then reload your newly created plugin, TESCS will be unable to find the internal references to connect it back to the ESPs you had loaded before, so you'll likely get lots of error messages and things generally won't work as desired.
This behavior is known as Mod Isolation.
Luckily, there are solutions for this problem:
Fortunately, there are several good strategies for how to get around this limitation. All such solutions involve either making your own actual master(s) or tricking the game into thinking you've got your own master(s). The latter technique is known as Mod De-Isolation.
* ESM Mastering. You can make the base (or "source") mod(s) into a master by converting it to an ESM. Both TES4Gecko and Wrye Bash provide functions to let you convert an ESP into an ESM. It works great for lots of things, especially new content that's not directly connected to the Tamriel worldspace.
However, masters generally should not modify other masters -- only plugins are supposed to modify masters. When one master directly modifies another master, problems can result, such as vanishing landscape. If you try to use TESCS to make a mod based on a master that modifies another master (especially worldspace changes), then you will very likely crash TESCS or encounter a bunch of "assertion errors" when you try to save your changes, leaving you with a plugin containing corrupt cell records.
* ESP Mastering. You can trick TESCS into letting you work with plugins as if they were masters. This can be done using a fairly easy bit-flipping method in Wrye Bash or a more cumbersome bait-and-switch method (also using Wrye Bash). It works by temporarily turning an ESP into an ESM so TESCS will let you to establish dependencies on it. Once again, however, these solutions can be problematic when working with plugins that include cell changes, such as the official DLC plugins, usually resulting in a crash or "assertion errors" when you try to save your changes, leaving you with a plugin containing corrupt cell records.
* ESP Patching. This involves using TES4Edit to directly create an add-on "patch" plugin or using TES4Gecko to create a patch file based on the differences between the original and your changes. This works best when you're not adding any new content to the source originals (i.e., you're just altering values in existing records, such as giving all mudcrabs more health or making certain weapons do more damage).
Each of these methods is explained in greater detail below.
I personally prefer ESP-Mastering or ESP-Patching.
The full tutorial can be found here:
http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial
Also this thread should be in the TES:CS section so I will request to have it moved there!
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