Difference between revisions of "De-Isolation Tutorial"

123 bytes removed ,  11:59, 24 July 2007
imported>Dev akm
imported>Dev akm
(→‎Mastering: cleanup)
Line 19: Line 19:
== Mastering ==
== Mastering ==


Many beginning mod creators get frustrated with TESCS because it seems to let you select Oblivion.esm and one or more ESPs in addition to your "active" file. The content from those ESPs will appear to be usable, but it's not. When you save your new plugin, TESCS will refuse to remember that your plugin was built on top of those other ESP files. If you then reload your newly created plugin, TESCS will then be lacking the internal references to connect it back to the ESPs you had loaded before, and you'll likely get lots of error messages and things generally won't work as desired.  
Many beginning mod creators get frustrated with TESCS because it seems to let you select Oblivion.esm and one or more ESPs in addition to your "active" file. The content from those ESPs will appear to be usable, but it's not. When you save your new plugin, TESCS will refuse to remember that your plugin was built on top of those other ESP files. If you then reload your newly created plugin, TESCS will be unable to find the internal references to connect it back to the ESPs you had loaded before, so you'll likely get lots of error messages and things generally won't work as desired.  


This behavior is known as '''Mod Isolation'''.
This behavior is known as '''Mod Isolation'''.
Line 28: Line 28:
: But masters should not modify other masters -- only plugins should modify masters. When one master directly modifies another master, problems can result, such as vanishing landscape. If you try to use TESCS to make a mod based on a master that modifies another master (especially worldspace changes), such as the official DLC plugins, then you will very likely encounter a bunch of "assertion errors" when you try to save your changes, leaving you with a plugin containing corrupt cell records.
: But masters should not modify other masters -- only plugins should modify masters. When one master directly modifies another master, problems can result, such as vanishing landscape. If you try to use TESCS to make a mod based on a master that modifies another master (especially worldspace changes), such as the official DLC plugins, then you will very likely encounter a bunch of "assertion errors" when you try to save your changes, leaving you with a plugin containing corrupt cell records.


* '''ESP Mastering'''. You can trick TESCS into letting you work with plugins as if they were masters. This can be done using a fairly easy bit-flipping method in Wrye Bash or a more cumbersome bait-and-switch method (also using Wrye Bash). It works by temporarily turning an ESP into an ESM so TESCS will let you to establish dependencies on it. See [[ESP_Mastering|ESP Mastering]] for details.
* '''ESP Mastering'''. You can trick TESCS into letting you work with plugins as if they were masters. This can be done using a fairly easy bit-flipping method in Wrye Bash or a more cumbersome bait-and-switch method (also using Wrye Bash). It works by temporarily turning an ESP into an ESM so TESCS will let you to establish dependencies on it.  


* '''ESP Patching'''. This involves using TES4Edit to directly create an add-on "patch" plugin or using TES4Gecko to create a patch file based on the differences between the original and your changes. This works best when you're not adding any new content to the source originals (i.e., you're just altering values in existing records, such as giving all mudcrabs more health or making certain weapons do more damage).
* '''ESP Patching'''. This involves using TES4Edit to directly create an add-on "patch" plugin or using TES4Gecko to create a patch file based on the differences between the original and your changes. This works best when you're not adding any new content to the source originals (i.e., you're just altering values in existing records, such as giving all mudcrabs more health or making certain weapons do more damage).


Each of these methods will be explained in greater detail when this tutorial is completed. For now, here's one of the earliest methods.
Each of these methods is explained in greater detail below.


== ESP Patch De-Isolation Using TES4Gecko ==
== ESP Patch De-Isolation Using TES4Gecko ==
Anonymous user