Problem with editing a plugin that has a master

Post » Sat Feb 19, 2011 5:07 am

I've got a problem with a plugin I'm giving a minor tweak to. The plugin has a couple of masters, one an esm, the other an esp. The change I'm making is minor, simply changing a small amount of text in a message box. After making the change to a script and saving it, the plugin loses the esp as a master, and loses everything that master contained... so it breaks scripts and quests and such. When I open the plugin in the construction set again, if I try resaving the script, I get errors where it's now missing globals and such from assets contained in that master.

What steps do I need to take to be able to edit this plugin without breaking its links to that master file? I'm sure this kind of info has been addressed before, but I just couldn't figure out any good search terms to find it.

Thanks in advance.
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Suzy Santana
 
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Post » Sat Feb 19, 2011 12:49 am

You have two options. The easier option is to just use the http://www.gamesas.com/index.php?/topic/1177039-rel-construction-set-extender/. Even though it is an OBSE plugin, your mod won't require OBSE unless you use OBSE functions. The slightly harder option is explained http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial I suggest you read that article even if you wind up using CSE.
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Roberto Gaeta
 
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Post » Sat Feb 19, 2011 11:35 am

thanks, andalaybay. that's what I've been looking for.
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Sweets Sweets
 
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Post » Sat Feb 19, 2011 3:35 am

Update here, figured out the issue, and it was a lot simpler than I thought.

The plugin I was working with had both .esm and .esp masters. All I had to do was use wrye bash to esmify the .esp master, make my changes to the plugin, and then use wrye bash again and espify the master.
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TASTY TRACY
 
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