Re: SI dependency
I'm assuming you want to make the mod require that the player has SI, rather than dependency in esm/esp terms. Wouldn't a test in a quest script using GetGameLoaded that just refuses to continue if SI is not installed be better than using the DLC as a master?
You are correct, I do want the mod to require SI. However, I don't want it to require OBSE, since nothing I have planned for it will either. I would also like to release the .ESM as a resource so others can make and release mods based on it (which would also requre SI).
If you are making new textures for existing meshes, and using them as additional items, not as replacers, then you need to create a new copy of the mesh with different texture paths. This will also require making a new item to point to the modified mesh.
Yeah, I've already made the meshes, textures and icons and I've got about half of the items added to an .ESP. As soon as I have everything in it (and some kind of SI dependency) I'll convert it to .ESM.
You won't have to manually add items for each ESP, because they will always be available in the ESM you create.
Exactly why I'm making the .ESM.
However, legally, you are required to find a way to make it dependent on having Shivering Isles in some manner since you will be distributing modified SI assets.
Which is why I want to make it SI dependent. (are you reading my mind?)
Ghastley's idea will work.
True, but I
really don't want it to be OBSE dependent, since I have no plans to do anything with it that will require OBSE.
So will using Vanilla SI content in an obvious way so that not having SI installed will result in big annoying Missing Mesh markers.
Like putting SI trees in everywhere and scaling them down so they can't be seen, maybe?
There may also be more strict ways to enforce the dependency, but a master attachment may not work unless it can identify the difference between the SI Oblivion.esm and the regular Oblivion.esm.
Not really sure what you mean about differentiating between SI Oblivion.esm and regular Oblivion.esm. Could you elaborate a bit more? Also, is there a way to script the game to crash if normal SI assets aren't present, or will that not be enough?