Splitting an esp

Post » Thu Apr 08, 2010 1:58 am

Hey!

This one's been causing me a lot of problems and I couldn't find a workaround yet.

First off, I'll tell you what this is about - I had an esp with a house mod I was working on. Decided to expand it so I made a new cell, made a nice room there, then figured I want it as a separate mod. Is there a way for me to break it from the original esp and into a new, independent one?

Here's what I tried so far:

1. Making a copy of the room as per http://cs.elderscrolls.com/constwiki/index.php/Copying_rooms_and_adding_them_to_your_plugin. This worked to the extent that I had most of the stuff in place, but the modder resources stuff I added specifically to the original esp was gone from the cell (but still available in the tables).

2. Opening the mod in Tes4Edit and using Copy as new record inside a new file. When I open that in the CS the problem is the same.

3. I also tried using Tes4Edit to copy the branches over from the original mod into a new esp (copy as deep override). This resulted in the new mod depending on the old one. I went on, removed from the original the changes I wanted separated, removed from the new one the changes I wanted to keep in the old one. Then I used Tes4Gecko, hoping to remove the master dependency. Running edit masters with that removed all my records from the new esp, saying they modify the records from the original. I find this weird since I double checked and those records were not in the master anymore.

I hope this makes sense. It ought to be fairly simple. I managed to merge two esps together just fine. Breaking them apart should be equally easy...

Thanks in advance!

cc
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Chris Jones
 
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Post » Wed Apr 07, 2010 8:33 pm

Use TES4 Gecko. Open the program and click Display\Copy to select your .esp. Find the bits you want to isolate in a new .esp and for each one click Copy to Clipboard. When you're done, save the clipboard and exit. In your data folder you'll find the Gecko Clipboard .esp. Just rename it to whtever you like and you should be good to go. :goodjob:
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Frank Firefly
 
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Post » Thu Apr 08, 2010 4:08 am

I have an esp that is getting very big - over 4mb
http://www.andysaurus.psychodogstudios.com/indexPsychoDogsOblivionPlugins.htm#ImpsForever
If I had had TESGECKo I would have turned it into an ESM before starting new work on it.
How can I split the existing ESP into an ESM and an ESP, that will still allow my saved games to work ok ????
Please be explicit, because the Gecko interface is not intuative unless one is doing realy simple stuff.
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Chelsea Head
 
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Post » Thu Apr 08, 2010 7:33 am

You could save the mod as 1 (with both cells), reload it without it set as the active file, delete 1 cell, save as a new esp, reload the other esp and delete the other cell, so then you're left with a mod with 1 cell and a mod with another, plus you don't have to download tes 4 gecko :dancing:
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Ria dell
 
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Post » Wed Apr 07, 2010 9:56 pm

You could save the mod as 1 (with both cells), reload it without it set as the active file, delete 1 cell, save as a new esp, reload the other esp and delete the other cell, so then you're left with a mod with 1 cell and a mod with another, plus you don't have to download tes 4 gecko :dancing:
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claire ley
 
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Post » Thu Apr 08, 2010 8:04 am

You could save the mod as 1 (with both cells), reload it without it set as the active file, delete 1 cell, save as a new esp, reload the other esp and delete the other cell, so then you're left with a mod with 1 cell and a mod with another, plus you don't have to download tes 4 gecko :dancing:

The mod is too big, its not just about the new work involving new cells and new npc's. I feel that an ESM is needed because the ESP has all sorts of non cell, wearable item, script associations, race lassociaions, dialogues, etc etc.
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Kanaoka
 
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Post » Wed Apr 07, 2010 7:44 pm

I've been trying to use TES4Gecko and not found it any good.

When I convert my HUGE 4mb esp into an esm, and create a new blank esp, the old and develpment saved games cannot reference the data; obviously the record numbers have changed.
Any other types of attempts to use it to create an esm and empty esp, like trying to use the make patch option, just lead to duplicate record conflicts.
GRRR....
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Beulah Bell
 
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Post » Thu Apr 08, 2010 10:27 am

I know this is not part of the topic, but is there any tutorials on how to merge ESP Files with TES4 Gecko, so that add new one's to my game I am at the limit the game allows every time I try to add 1 more the Game stops working.

P.s TY in advance
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ZANEY82
 
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