I've read information around the internet and I believe that I understand what to do but I rather be safe than sorry.
If I understand, to make a patch (such as disabling objects from a mod so that they are not visible in game) for another mod that already exists (ex: JK's Morthal) I need to first turn JK's Morthal.esp into an .esm. After doing so load the CK, disable what I want no longer visible to the player in game, then save those changes as an .esp of it's own. Open WryeBash, make the new .esp dependent upon the mods original .esp instead of the .esm (which has all the same information) save it and done?
Question
GamerPoets
I've read information around the internet and I believe that I understand what to do but I rather be safe than sorry.
If I understand, to make a patch (such as disabling objects from a mod so that they are not visible in game) for another mod that already exists (ex: JK's Morthal) I need to first turn JK's Morthal.esp into an .esm. After doing so load the CK, disable what I want no longer visible to the player in game, then save those changes as an .esp of it's own. Open WryeBash, make the new .esp dependent upon the mods original .esp instead of the .esm (which has all the same information) save it and done?
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