Difference between revisions of "De-Isolation Tutorial"

4 bytes added ,  08:55, 25 July 2007
imported>Dev akm
imported>Dev akm
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For example, if you wanted to add new enemies and dungeon levels to the Knights of the Nine DLC mod, then ESP Mastering is the way to go because you're adding a bunch of new content. If you just want to alter the existing enemies and dungeon levels in KotN, then ESP Patching is probably a better solution.
For example, if you wanted to add new enemies and dungeon levels to the Knights of the Nine DLC mod, then ESP Mastering is the way to go because you're adding a bunch of new content. If you just want to alter the existing enemies and dungeon levels in KotN, then ESP Patching is probably a better solution.


'''Esmify (bit-flip) Method'''
=== Esmify (bit-flip) Method ===


See [[ESP_Mastering|ESP Mastering]] for a full description.
See [[ESP_Mastering|ESP Mastering]] for a full description.


'''Bait-and-Switch Method'''
=== Bait-and-Switch Method ===


This solution is a bit more cumbersome than the bit-flip method. It uses SomePlugin.esm (note the ESM extension) while you're making changes as the "bait" (so TESCS will consider it a master) and then swaps it with SomePlugin.esp when you're done (the "switch").
This solution is a bit more cumbersome than the bit-flip method. It uses SomePlugin.esm (note the ESM extension) while you're making changes as the "bait" (so TESCS will consider it a master) and then swaps it with SomePlugin.esp when you're done (the "switch").
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