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nelvahin
With a friend, we would like to do a esp or esm file to regroup some mod, because THE problems with mods are the conflicts. So, if you can have solutions for extracting ALL scripts, quest,... of a mod, help me please : in TES construction set, there isn't a way to take or copy only what the esp does ( I think thumbsup.gif )
But we'll prefer to do an .esm file, because my friend and I would like to do a very clean mod, where nothing of oblivion interfer whith it.(we will create a new world)
I would like to script, but I don't know do that. Can you give me links, advices, or downloads ?
nosisab
You will find several utilities than would help you in your 'quest' for a conflictless world. But I feel the need to alert you this is not small task. You'll need a deep understanding of the mechanics and particularities of any mod you would be merging. FCOM itself can show you the amount of work is need just to minimize the conflicts of the most used ones and a few minor support or satellite mods. Seldom are the scripts the source of the conflicts. Most of times these are from a mod changing something another rely to function, this is sometimes just putting an object on a common chest, sometimes is just moving an object in a cell, changing a door... most of times is altering the things a NPC would say and often is even whole cells or even worldspace the cause. Is a endless roll of possibilities where conflicts fall.

There are already several programs that do a crossover search for conflicts and try to do the best to merge the discrepancies on a patch ESP, like Wrye Bash do, as example, and is needed even to works with similar goals as your, like the already mentioned FCOM.

About ESP and ESM what can be said is than ESMs must be avoided at all extents where they are really not need. They must be reserved to the cases where they are a reference to all mods. If used without deep study of its necessity the final result far from reducing the source of conflicts would increase it hardly, they would be reference master to so many mods that would be a so difficult task to just append a new mod or just upgrade old one that the whole original idea would be lost.

About your question on the things a ESP does, you can seek for Tes4View, a very good utility to have. Same to utilities that extract scripts from a ESP, but I don't remember the name just now. Search the utilities page carefully, look at the descriptions of what they do and take the ones you think will be useful.
worm82075
Tes4Gecko can extract any data from an esp or esm and place it in a clipboard.esp file which can then be merged into an ESM or ESP.

FYI you can not just combine all data into an ESM. As a rule no ESM can alter another ESM, so you can place all data into an ESM except Worldspace data which will have to go into an ESP.

Also DO NOT try to open Oblivion.esm in Tes4Gecko unless you have at least 2 gigs of memory Installed.
nelvahin
I havn't tested tes4gecko yet, but thanks !

If someone can answer to the second question, I'll be very happy banana.gif
nosisab
QUOTE(nelvahin @ Apr 26 2008, 03:09 PM) *
I havn't tested tes4gecko yet, but thanks !

If someone can answer to the second question, I'll be very happy banana.gif


http://cs.elderscrolls.com/constwiki/index.php/Main_Page
nelvahin
I just didn't understand how to do an esm file because its impossible with the cs. wallbash.gif
nosisab
QUOTE(nelvahin @ Apr 26 2008, 03:44 PM) *
I just didn't understand how to do an esm file because its impossible with the cs. wallbash.gif


ESM is just the same as ESP in its structure, they differ only in the way they are meant to be treated and by one flag. CS will not even create an ESM, to do it you can use, among other utilities, Wrye Bash to ESMify or ESPify it. BTW, smify would be mark an ESP into being an ESM, and spify would do the inverse, turning an ESM into ESP.
nelvahin
yyaahhooooooooooooooooo !
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