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21603
I will try and simplify this and make it as clear as I possibly can.

I am working on a substantial mod, one which requires assistance.

What I want to do is convert my mod plugin to a master. Why I want to do this is simply so others can save their changes in a new, smaller, plugin. These smaller plugins will then be merged into a larger plugin. I want them to work off my converted master though, so we are all working off the latest build.

Now the problem is, once the .esp is converted to a master using Wyre Bash my CS will crash whenever I go to save changes and choose a new file name.

Wyre Bash considers the file converted and in working order, so does the CS. The problem occurs when I go to save.

I know this works, as the previous project lead used the same method.

I do hope I have explained myself clearly.
myrmaad
QUOTE(21603 @ Dec 4 2008, 04:18 AM) *
I attempted this twice and with two separate programs. The first was with TES4Gecko and the second was with Wyre Bash. The problem is when the altered master file is loaded into the CS and new changes are to be saved, the CS does not save a new file or even save at all.

This file has also been tested on other machines and still produces the same result. I am at a loss as to what to do next, because I require assistance with this mod.



What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.
Does the master have dependencies of its own?
Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.


Oh, wait, you used Wrye Bash to "make master" then you wanted to make changes to the master?

You have to either convert it back to a regular esp, or if you have a copy of the one you used to "make master", use it and make changes to it, then you can use Wrye bash to "make master" again. Obviously you would have to save as a new plugin if it was a master in the CS.
Ihoe
QUOTE(myrmaad @ Dec 4 2008, 03:50 PM) *
What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.
Does the master have dependencies of its own?
Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.
the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.
myrmaad
QUOTE(Ihoe @ Dec 4 2008, 07:28 AM) *
QUOTE(myrmaad @ Dec 4 2008, 03:50 PM) *
What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.
Does the master have dependencies of its own?
Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.
the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.



You answered questions I didn't have, but where's the answer to her question, Genius?
Ihoe
QUOTE(myrmaad @ Dec 4 2008, 04:26 PM) *
QUOTE(Ihoe @ Dec 4 2008, 07:28 AM) *
QUOTE(myrmaad @ Dec 4 2008, 03:50 PM) *
What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.
Does the master have dependencies of its own?
Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.
the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.



You answered questions I didn't have, but where's the answer to her question, Genius?

so called genius like you should see 3 things:

1.if you are so clever, I replied to your message not her's.
2.you asked what is a master file for, and I answered it.
3.you shouldn't insult anyone for anything, that's not constructive critism. I Did not know the answer to her question, but knew the answer to yours.

myrmaad
QUOTE(Ihoe @ Dec 4 2008, 09:44 AM) *
QUOTE(myrmaad @ Dec 4 2008, 04:26 PM) *
QUOTE(Ihoe @ Dec 4 2008, 07:28 AM) *
QUOTE(myrmaad @ Dec 4 2008, 03:50 PM) *
What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.
Does the master have dependencies of its own?
Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.
the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.



You answered questions I didn't have, but where's the answer to her question, Genius?

so called genius like you should see 3 things:

1.if you are so clever, I replied to your message not her's.
2.you asked what is a master file for, and I answered it.
3.you shouldn't insult anyone for anything, that's not constructive critism. I Did not know the answer to her question, but knew the answer to yours.


You didn't know the answers to my questions, because only she can answer them. I KNOW what a master plugin is, dude. biteme
Ihoe
QUOTE(myrmaad @ Dec 4 2008, 06:19 PM) *
QUOTE(Ihoe @ Dec 4 2008, 09:44 AM) *
QUOTE(myrmaad @ Dec 4 2008, 04:26 PM) *
QUOTE(Ihoe @ Dec 4 2008, 07:28 AM) *
QUOTE(myrmaad @ Dec 4 2008, 03:50 PM) *
What are you trying to do? Why do you need to make a master? What's the master for? I don't understand.
Does the master have dependencies of its own?
Maybe if we knew what you need to do and more details about what the problem is, we'd know how to help.

a master plug-in is called esm (Elder Scrolls Master file), like the oblivion esm in your data directory. the esm is like a tree that has esps that act as fruits, the esps depend on the esm, so when there is no esm, none of the esps that are dependant on the esm will work. any change assigned to the esm will also affect it's children esps.
the main purpose of creating an esm is to make a mod that everyone could make a sepperate plug-in for.



You answered questions I didn't have, but where's the answer to her question, Genius?

so called genius like you should see 3 things:

1.if you are so clever, I replied to your message not her's.
2.you asked what is a master file for, and I answered it.
3.you shouldn't insult anyone for anything, that's not constructive critism. I Did not know the answer to her question, but knew the answer to yours.


You didn't know the answers to my questions, because only she can answer them. I KNOW what a master plugin is, dude. biteme

then why did you ask? rolleyes.gif
myrmaad
I wanted to know what she's trying to accomplish in order to actually understand how to help her.

*&^%@#!*
21603
First of all I am a GUY not a GIRL.

Second. I want to make the plugin a master so everyone can work off it and save their work separately. Those files will then later be merged back into the master.

I know this works because that is how Dark Warrior was doing it before. What is not working however is the ability to save changes once the master is loaded.


In future no fighting and remember I am a GUY.
Ihoe
QUOTE(21603 @ Dec 4 2008, 06:31 PM) *
In future no fighting and remember I am a GUY.

sorry for the misspell.
so you (or others) want to create seperate plug-ins for a master file, then merge them all together as one esm?

cheers,
IE
myrmaad
QUOTE(21603 @ Dec 4 2008, 10:01 AM) *
First of all I am a GUY not a GIRL.

Second. I want to make the plugin a master so everyone can work off it and save their work separately. Those files will then later be merged back into the master.

I know this works because that is how Dark Warrior was doing it before. What is not working however is the ability to save changes once the master is loaded.


In future no fighting and remember I am a GUY.


Because it's a master you will have to convert it to a plugin to make/save changes. Then re-convert to a master. As I said in my first post above.
21603
I have updated the original post with, what I hope, to be much clearer information.
alex2avs
I think you should use this TES4Gecko

"Overview
----------------------------------

TES4Gecko works with The Elder Scrolls IV: Oblivion plugin and master files (*.esp/*.esm). It is designed to let mod-creators manipulate plugin and master files in ways that Bethesda either did not imagine or decided to leave out of the official Construction Set.

TES4Gecko has a wide variety of useful functions, such as merging two or more plugins into a single plugin or removing data that doesn't need to be in a plugin (accidental changes). It can convert a plugin file to a master file or a master file to a plugin file, move worldspaces, generate silent dialog MP3s, and a ton of other useful stuff. Selected plugin records can be removed from a plugin or copied to another plugin. It will also split a single plugin file into master/plugin components and compare two plugins, highlighting the differences between them."

I hope I helped.

--------------------

Alex
Triforce1
Yeah, do as Alex2 suggests; it's what I've been doing for my mod for some months now. Make a base .esp, perhaps the single .esp you've got now. Then, use TES4Gecko (link above) to turn that into an .esm. Then, hand that out to everyone who needs to work on it. Tell them to make additions with both the Oblivion and your .esm active. Then, the change will be dependent on your .esm too. All these changes should be sent to you, where you will use the merge to Master function in Gecko to take these changes and make them one with your .esm. Once you have enough changes, you should redistribute the .esm with the same standing modification instructions. Special note, however; make sure that if you test your mod, convert it to an .esp first. Do this by using the convert to Plugin function. If you load that master of yours, no matter where, chances are things will be serously messed up in your game. When I do this, the .esm likes to conflict with land and completely removes it from my game. A real water-world, hehe. Not too tough, and it'll become second nature once you figure it out. Then, final release, just turn it back into an .esp and release it. Of course, if you wanted to, you could finagle a resource .esm and make a .bsa out of it, but that is really official. And who likes that, right? tongue.gif Hope I was of help,

-Triforce1
21603
I am up to speed on the creation of the master plugin. The problem is when I attempt to save new changes, it asks for a new file name, I enter one and click save, then the CS will crash every time.

I have also tried to convert other plugins to master files and still when I save the CS will crash.
myrmaad
QUOTE(21603 @ Dec 5 2008, 02:25 AM) *
I am up to speed on the creation of the master plugin. The problem is when I attempt to save new changes, it asks for a new file name, I enter one and click save, then the CS will crash every time.

I have also tried to convert other plugins to master files and still when I save the CS will crash.



The only thing I can think of is that you have to update your version of the CS? Or your master may have been made with an old version of the CS (less likely, I'm thinking.) Or maybe your CS has gotten corrupted somehow?

http://www.elderscrolls.com/downloads/updates_utilities.htm
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