When to use .esm and when to use .esp

Post » Thu May 03, 2012 6:03 pm

Hi.

I'd like to apologize if this subject is explained elsewhere. I did a search but came up empty on this perticular topic.


I've made a mod using Jury Street Metro as exterior and Hank's Electrical Supply as interior. My problem is this:
My plugin is in duplicate. One as .esm and one as .esp. This was necessary to enable companions to enter and leave buildings properly and to get the navmesh working. But this will also make duplicates of interior doors, lockers and some other stuff. Using only the .esp will allow companions to leave/enter the building, and remove duplicates. But this will eventually break my navmesh right?
Using only the .esm will allow my navmesh to work, but doesn't allow companions to leave/enter the building. In essence it will screw with my doormarkers/zone transition points. Any suggestions on how to fix this?

I tried to use FO3edit to remove anything but the navmesh from my .esm, but that somehow replaced entries in my .esp (eg. rubblepiles, faulty lights and papertrash re-appeared even though I'd cleaned up the place in my .esp). How do I make a clean .esm containing only the navmesh for proper pathing, and use an .esp for everything else to enable companion transition and working doorways? This is really getting annoying...


Please advise :)
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James Potter
 
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Post » Thu May 03, 2012 8:07 pm

Using duplicate plugins - one esm and the other esp, gives you duplicate items because the mod index for the plugins is different, so really they are different items - two different mods adding the same items - as far as the game is concerned.

Hank's interior is added by Broken Steel, which is fine. When you load up your mod in FO3Edit, the Broken Steel esm loads up with it, right? You should be able to make all your changes to the interior as an esp. Now if you have modified the existing interior navmesh in any way, or added/removed a portal door or the ladder, make sure you have finalized it. Same with the exterior navemesh -IF- you changed it - though you shouldn't need to edit that - but check with FO3Edit to make sure there are no dirty edits on the external navmesh. Then convert your plugin to an esm with FO3EDIT - NOT tessnip. You want to make sure the ONAM records update properly.

If it's any consolation - that interior has always been buggy for me. I've never been able to bring a follower in there. They always end up telported down the road from the station and I have to face the raiders alone!

But if you finalize the interior navmesh, that might fix it. I've never persued the issue - it might even be another mod causing it.

Edit - I guess the teleportation issues with that cell are a known bug: http://fallout.wikia.com/wiki/Hank%27s_Electrical_Supply
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rolanda h
 
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Post » Thu May 03, 2012 7:09 pm

Hiya RickerHK and thanks for replying

Using duplicate plugins - one esm and the other esp, gives you duplicate items because the mod index for the plugins is different, so really they are different items - two different mods adding the same items - as far as the game is concerned.
Hmm, I can see your point and to some extent I'd agree with you. This "duplicity" only applied to the containers, lockers and otherwise changes to the interior that I introduced. My two first .esm/.esp attempt only contained the altered navmesh to see if this solved the navmesh and the companions not following issues. Which it did. All of the original lockers, the office door and similar were all in the correct amount. Seeing as I had some level of success, I figured I could make some alterations and perhaps make this into a complete mod. Not just a small office for my RTS New Wave mod. So I went ahead and altered both the exterior and the interior. I turned the building around 180, added sandbags and some uplink antennas on the roof. For the interior I added consoles, cots from the Anchorage DLC, chairs, and a mainframe for show. I went over the navmesh and made sure green triangles was at the proper spot by the doormarkers. Tested the transition in GECK aswell as ingame. It all worked. So I made a copy of my .esp and made it into an .esm to get the navmesh working properly aswell, but it also added duplicate containers and doors aswell :\

Hank's interior is added by Broken Steel, which is fine. When you load up your mod in FO3Edit, the Broken Steel esm loads up with it, right? You should be able to make all your changes to the interior as an esp. Now if you have modified the existing interior navmesh in any way, or added/removed a portal door or the ladder, make sure you have finalized it. Same with the exterior navemesh -IF- you changed it - though you shouldn't need to edit that - but check with FO3Edit to make sure there are no dirty edits on the external navmesh. Then convert your plugin to an esm with FO3EDIT - NOT tessnip. You want to make sure the ONAM records update properly.
Well... once I got started I kinda rolled with the flow :smile:
But I could perhaps wait with the major interior/exterior alterations until I'm content with all my navmeshing and minor changes.

Edit - I guess the teleportation issues with that cell are a known bug: http://fallout.wikia.com/wiki/Hank%27s_Electrical_Supply
That explains a bit. Thanks for making this info available and thanks again for the heads-up. I'll redo my mod from scratch and try to do this in the proper order. Seems I'm forced to use some sort of .esm for all my navmeshing to work and leave everything else in the .esp to remove the duplicity issue. So much for a small, simple mod :smile:
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Stephanie I
 
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Post » Fri May 04, 2012 5:48 am

Hank's Electrical Supplies, part II:

I'm experiencing some issues here. Converting my .esp to .esm makes my mod overridden further down (door marker and/or navmesh issues apparently). My only solution so far is to make my mod both an .esm and an .esp, where my .esm is located just beneath the DLC's and my .esp at the very bottom (just above the Merged Patch). This however does not seem to be an optimized solution. Other mods seem to introduce unwanted effects on my mod. NPC markers I've already cleaned out re-appears, both interior and exterior. As a temporary solution to this, I leave the .esm out. But this will most likely have a negative impact on my navmesh. I have altered, optimized and finalized the navmesh for this area. Both interior and exterior navmesh. Door markers and teleport points have been relocated and are somewhat working, but I don't seem to have control over this. How do I go about making my .esm in the proper way? I'm nearly finished with my mod and have done some extensive work on it, but this .esm/.esp issue is getting annoying. I can't seem to fix it and get it to work properly without having to accept minor flaws...

--- edit ---
For the record, I've made a new interior cell which is linked to the outside. It is a copy of Hank's Electrical Supply, but it is stripped out and cleaned so it shouldn't have the original doormarker/teleport/navmesh bugs...

--- additional edit ---
I've now used FO3MasterUpdate on everything hoping this will make the game crash less. But what about my Merged Patch? This one changes frequently. Do I leave it as an .esp? And when I now want to edit or tweak mods, I need to use FO3edit and turn off the .esm flag _and_ rename the respective mods to allow editing right?

Please advise.
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Sammygirl
 
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