Utilising .esp's in your mod file

Post » Sat May 28, 2011 5:30 pm

Evening all,

I'm having a spot of bother with an .es I'm using i tandem with my mod. The custom armour from the non-active (but inclusive) .esp is refusing to show up ingame, and whenever I reload the GECK, it's gone from the NPC's inventory. Am I missing a complete and utter schoolboy error?

Edit: or alternatively, anyone know anyway of merging .esp's?
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Sat May 28, 2011 1:32 pm

You cannot use the assests from one ESP in another ESP.

You can copy them yourself to your ESP simply by loading both, and 'renaming' the asset. It will now become part of your ESP.

If there are a lot, then you may want to use a tool that does it for you. Can't remember what its called at the moment.
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Sat May 28, 2011 1:17 pm

FO3Plugin works great for merging mods.
http://www.fallout3nexus.com/downloads/file.php?id=5104
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Sat May 28, 2011 12:55 pm

Evening all,

I'm having a spot of bother with an .es I'm using i tandem with my mod. The custom armour from the non-active (but inclusive) .esp is refusing to show up ingame, and whenever I reload the GECK, it's gone from the NPC's inventory. Am I missing a complete and utter schoolboy error?

Edit: or alternatively, anyone know anyway of merging .esp's?
The engine allows .esp's to have other .esp's as masters, but the GECK will strip all .esp's from the masterlist of any active file. FOOK's hotfixes, for instance, are both .esp's and one is in the other's masterlist that they can both load late. You'll have to open the .esp in FO3Edit along with its .esp master and R-Click the title in the left panel selecting "Add master" and selecting the .esp after saving in the GECK as Master.esp had been removed from the masterlist by the GECK. Everything will line up and work, but you'll have to do the above any time after save in the GECK unless you make the master esp an ESM and update that second file's masterlist.


...or...


To merge Entrerprise.esp into Borg.esp:

1) Open both Entrerprise.esp and Borg.esp in FO3Edit, ensuring Borg.esp is loading before Enterprise.esp

So you have:

[00] Fallout3.ESM
[01] Borg.esp
[02] Enterprise.esp

2) If Borg.esp is not in Entrerprise.esp's masterlist (viewable within file's header), add it via "Add masters", followed by "Sort masters"

3) Expand all branches (one at a time) of Enterprise.esp, noting the load index of both .esp's, and multiselect as many [02] forms as possible, then R-Click any one of them and select "Change Form ID" -> Borg.esp. All selected Enterprise.esp forms will inject into Borg.esp, meaning their form ID's all begin with 01 and are merge-ready. All references to these forms will be automatically updated to reference the new form ID's.

4) Once ALL new (black print and white background) Enterprise forms start with Borg.esp's load index, R-Click groups of records and "Deep copy as override into..." -> Borg.esp. Sift through the merged forms before saving to ensure you haven't missed anything, keeping an eye out for 'orphans' in the Dialogue, Cell, and Worldspace groups. If you see "Children" of any sort, delete them, save both .esp's, reload and re-copy until all records are 'fostered'.

5) Go through everything with a fine-toothed comb to make sure all subrecord data is as you want it because if Enterprise.esp overrode any Borg.esp records, the subrecord data will have to be manually drug/dropped to include everything in the final copy. Once all forms from Enterprise.esp have been successfully copied into Borg.esp, Enterprise.esp can be discarded as it will have been assimilated.
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am


Return to Fallout 3