Difference between revisions of "De-Isolation Tutorial"

435 bytes added ,  16:30, 24 July 2007
imported>Dev akm
imported>Dev akm
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Start by making a copy of OOO, called something like OOO_scythes.esp. As long as you're just altering things that already exist in OOO, make all your changes there. If you need to add anything new to it, then hold back on making those changes until later in the process.
Start by making a copy of OOO, called something like OOO_scythes.esp. As long as you're just altering things that already exist in OOO, make all your changes there. If you need to add anything new to it, then hold back on making those changes until later in the process.


Once you have the changes done, make a backup copy of your changed plugin just in case something goes wrong, then use TES4Gecko to Ignore everything except the changed entries (you can use TES4Gecko compare to help here). You can quickly Ignore large blocks of stuff by simply doing group-level ignores on record groups you know you don't need.
Once you have the changes done, make a backup copy of your changed plugin just in case something goes wrong, then use TES4Gecko to ''Create Patch'' using Oscuro's_Oblivion_Overhaul.esp as the original and OOO_scythes.esp as the patch. This will create a new TES4Gecko patch file called OOO_scythes.esu. Now you can simply change the .esu extension to .esp and you're ready to move on to the next step.


When you're done, save the plugin, and you'll see all the Ignored entries vanish.
Alternately, you can use ''Display/Copy Plugin Records'' or ''Compare Plugins'' in TES4Gecko to Ignore everything except the changed entries. You can quickly Ignore large blocks of stuff by simply doing group-level ignores on record groups you know you don't need. When you're done, save the plugin, and you'll see all the Ignored entries vanish.


Next, fire up Wrye Bash, right-click OOO_scythes.esp, select ''Add Master'' from the context menu, and pick any other ESM file you can find (since OOO is currently an ESP only). After doing that, re-select your mod, look in the dependencies window (small pane in lower-right of screen), find the master record you need to change, right-click it, select
Regardless of which method you used, you'll next want to fire up Wrye Bash, right-click OOO_scythes.esp, select ''Add Master'' from the context menu, and pick any other ESM file you can find (since OOO is currently an ESP only). After doing that, re-select your mod, look in the dependencies window (small pane in lower-right of screen), find the master record you need to change, click it twice (until you get the edit box), and type in "Oscuro's_Oblivion_Overhaul.esp" (replacing whatever ESM you initially selected).
''Change To'', and go find Oscuro's_Oblivion_Overhaul.esp


This will make your OOO_scythes.esp dependent on the main OOO ESP and will make your changed scythe records override the normal ones.
This will make your OOO_scythes.esp dependent on the Oscuro's_Oblivion_Overhaul.esp and will make your changed scythe records override the normal ones in that mod.


Alternately, you can accomplish the last part in a different way if it makes more sense to you. In Wrye Bash, right-click the Oscuro's_Oblivion_Overhaul.esp, select ''Copy To ESM'', and then use that new ESM for the ''Add Master'' step, then right-click your mod again and select ''ESPify Masters''.  
Alternately, you can accomplish the last part in a different way if it makes more sense to you. In Wrye Bash, right-click the Oscuro's_Oblivion_Overhaul.esp, select ''Copy To ESM'', and then use that new ESM for the ''Add Master'' step, then change the "m" in ".esm" to "p".


When you play, you'll of course want to put your OOO_scythes.esp after OOO in the load order, but that's really all there is to doing it.
When you play, you'll of course want to put your OOO_scythes.esp after OOO in the load order, but that's really all there is to doing it.


This way a single OOO_scythes.esp can, for example, be used with either the FULL or LITE versions of the
This way a single OOO_scythes.esp can, for example, be used with either the FULL or LITE versions of the Oscuro's_Oblivion_Overhaul.esp, and it will almost certainly be completely compatible with future versions of OOO -- only minor adjustments would be needed if future versions of OOO make new changes to those specific items (or the leveled lists you added them to), but at least you don't have to worry about changes anywhere else in OOO.
Oscuro's_Oblivion_Overhaul.esp, and it will almost certainly be completely compatible with future versions of OOO -- only minor adjustments would be needed if future versions of OOO make new changes to those specific items (or the leveled lists you added them to), but at least you don't have to worry about changes anywhere else in OOO.


Now, if you want to add some new content as well, and you want to make sure it doesn't have a problem when the next version of OOO comes out, then you'll need to take a few more steps after this.  
Now, if you want to add some new content as well, and you want to make sure it doesn't have a problem when the next version of OOO comes out, then you'll need to take a few more steps after this.  
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