Hannes821
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Post by Hannes821 on Jan 23, 2017 18:34:24 GMT 1
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Hannes821
Traveler to Atmora
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Post by Hannes821 on Jan 23, 2017 18:37:08 GMT 1
Fixing erros for merging
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Hannes821
Traveler to Atmora
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Post by Hannes821 on Jan 24, 2017 3:29:20 GMT 1
getting the script for Ts5edit first! very important ;-)
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Hannes821
Traveler to Atmora
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Posts: 4,663
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Post by Hannes821 on Jan 24, 2017 3:47:34 GMT 1
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Hannes821
Traveler to Atmora
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Post by Hannes821 on Jan 24, 2017 3:55:00 GMT 1
Converting esps to esms
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Hannes821
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Post by Hannes821 on Jan 24, 2017 4:02:27 GMT 1
same method by darkfox127
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Hannes821
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Post by Hannes821 on Jan 24, 2017 4:06:51 GMT 1
other method: "Wyre Bash" -> copy to esm. "of course its safe! Just open Wyre Bash and make sure your esp is in data folder. > Then right click on your esp and select ''copy to esm'' > Thats it! And when your starting your game make sure that you have the esm checked in your load order not the esp, but I'll assume you already know that " source: second post here: forums.nexusmods.com/index.php?/topic/912560-how-to-convert-esp-to-esm/
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Hannes821
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Post by Hannes821 on Jan 24, 2017 4:08:21 GMT 1
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Hannes821
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Post by Hannes821 on Jan 24, 2017 20:33:43 GMT 1
1) download the tools: champollion scripts compiler, Merge plugins script(worked for me) OR merge plugins standalone; also you need TS5EDIT and i prefer MO 2) cleaning all esps.
there are these types of errors: 1) "Undeleted Reference" -> remove flag, has not been disabled but only deleted, base reference still exists 2) "Identical to Masters Record" -> can be removed as well 3) "Error cannot be resolved" -> enter the missing reference ID OR remove the property completely 4) "unexpected error" 5) "out of order subrecord" -both from older processing... problematic. very unlikely in our new files 6) "expected reference but..." -> non critical, can be removed OR repaired if you know which reference it is and what it should be
additionally: compare coloured boxes that override, sometimes it is just your mod, using values from vanilla masters, overwriting the Unofficial fixes patch, which is also marked as error. you can simply copy labels with strings from Unofficial Patch records and overwrite your own mods, and conflict is gone, as simple and minor as that. 3) merging process: make sure you have detected your compilers of both skyrim vanilla and champollion; and game folders. when the files are cleaned in TS5edit and checked again, "add to new merge" -> merge window, build merge. esp will be compiled.
there are also a few other options for the process, so make sure to quickly check mators videos; 2x 15 min; else this part is basic.
the finished esp can be marked as esm via TS5EDIT OR copied into a identical esm with wyrebash with no problems in seconds.
finally, you might want to pack it with BSAopt, but not in our case, as we dont publish yet.
i did not cover "ingame tweaks" in ck, which i did not cover with my "prototype esm" last night, as my aim was to merge successfully, which was achieved.
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Hannes821
Traveler to Atmora
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Post by Hannes821 on Jan 24, 2017 20:41:08 GMT 1
About the following steps to do "ingame tweaks":
after the process, both mine and rhods loaddoors have not been working anymore, due to renumberation? so they have to be "hooked up" again by a simple reference;
the other thing would be navmesh;
another thing checking for floating clutter
or objects inside of objects or in the ground.
any other ideas, what to look for?
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Post by IsacEvaps on Jan 18, 2022 15:03:10 GMT 1
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Post by IsacEvaps on Feb 25, 2022 3:36:57 GMT 1
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