Difference between revisions of "De-Isolation Tutorial"

241 bytes added ,  15:36, 24 July 2007
imported>Dev akm
(→‎ESP Patching: extra tips)
imported>Dev akm
(→‎Mastering and Patching: clarifications)
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* '''ESM Mastering'''. You can make the base (or "source") mod(s) into a master by converting it to an ESM. Both TES4Gecko and Wrye Bash provide functions to let you convert an ESP into an ESM. It works great for lots of things, especially new content that's not directly connected to the Tamriel worldspace.  
* '''ESM Mastering'''. You can make the base (or "source") mod(s) into a master by converting it to an ESM. Both TES4Gecko and Wrye Bash provide functions to let you convert an ESP into an ESM. It works great for lots of things, especially new content that's not directly connected to the Tamriel worldspace.  
: 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), 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.  
* '''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. Once again, however, these solutions can be problematic when working with plugins that include cell changes, such as the official DLC plugins, usually resulting in "assertion errors" when you try to save your changes, leaving you with a plugin containing corrupt cell records.


* '''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).
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