Thanks a lot for the help DNIAIU, you will never notice that there were seven esps. :celebration: . But one more thing, i know this has been probably discussed many times, but how i can move some things added by Better cities, namely some trees and rocks that stick through stairs in my mod when using BC. When i move them in CS, they just get duplicated in the game. Help will be appreciated. :foodndrink:
You would have to make your mod dependent on the BC ESP, which would make Better Cities a requirement for anybody wanting to use your mod.
I suggest that instead of doing this, you provide your mod in one ESP, for all to use, then provide a small patch ESP for users of Better Cities. This patch ESP would handle moving/removing BC-placed objects, and nothing else.
To do this, you need either Wrye Bash or TES4Edit. It's easier in Wrye Bash, but TES4Edit is easier to install, so if you don't already have Wrye Bash and don't want to install it, use TES4Edit instead.
Here's a description I gave someone not long ago when using TES4Edit. Note that for them I used "Better Imperial City.esp" as an example, you don't want that one, you want "Better Cities - Skingrad.esp"
To create an ESP which edits the contents of another ESP, do the following with TES4Edit:Start TES4EditTick "Better Imperial City.esp"Click OKWait for the following to appear in the right side of the window: "Background Loader: finished"In the left side of the window, click the + symbol next to "Better Imperial City.esp"Click on "File Header"Click Edit from the menuTick ESMClick OKIn the right side of the window, find the row titled "Record Flags", and right-click in that row under the column heading "[02] Better Imperial City.esp"Close TES4Edit using the X button in the top-right cornerClick OK in the new window to save the changeNow start the Construction Set"Better Imperial City.esp" will appear up in the area where ESMs are found instead of down where ESPs are foundTick that ESP, then click OK to start a new ESPNow make whatever changes you want to the IC DistrictsSave the new ESP as normalWhen finished, close the CSBefore launching the game to test your edits, you have to repeat what you did in TES4Edit to "Better Imperial City.esp" except instead of having ESM ticked, you must untick it. If you don't do this, then in-game everything will look screwed up.And if you want to make further edits to your new ESP, you must retick the ESM entry using TES4Edit before launching the CS and activating your new ESP, otherwise you will break your mod.
In Wrye Bash, you right-click "Better Cities - Skingrad.esp" and choose ESMify Self. Remember to ESPify Self again before testing in-game.
This is called ESMifying and ESPifying the master ESP. You must always ESMify the master ESP before using the CS, and you must always ESPify the master ESP before using it in-game.
Once you've created your patch, you want to make a copy and redirect the master to use "Better Cities - FULL.esp" so that you have two versions of the patch. Again this is easy to do in Wrye Bash, but it's all rather fiddly in TES4Edit, and I'm not up to describing that right now. So install Wrye Bash if you haven't already!
In Wrye Bash, select the copy of your patch, then click in the white box on the right-side titled Masters. Now right-click on "Better Cities - Skingrad.esp" in that list and choose Change To. Select "Better Cities - FULL.esp" and click OPEN. Then click Save at the bottom of the Masters box to confirm the change. Don't try this with other mods, it'll only work with Better Cities because of the way we handle the Form IDs in the separate ESPs before merging.