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Bsa
11-30-2010, 05:27 PM,
#11
 
Quote:Originally posted by morcroft
The main Elsweyr.esm contains all the heightmap data, and it and the gecko-split esp are dependant on the resources.esm. I find the huge heightmap makes the main file slow and unstable to work with as an esp - I know I'll merge all changes into it as an esm with Gecko in the long run, but right now the resources are in constant flux and I'd rather be able to work with them freely.

Like I said before, I'm not saying any of this is right and I really welcome any input. I'm pretty new at this.
I assume the resources esm is directly loaded after the OB esm (Mod index 01).

For modding just load the heightmap data as an esm.
Using an esp will reach a limit depending on your comp., on average around 25-30Mb and it's unstable as you said. If it reaches the limit you have to use an esm otherwise the CS will crash. Using an esm diminishes the loading time.

This will work for modding, for play-testing you have to convert the esm (with the height data in mod index 02, depending on the resources esm in mod index 01) to an esp.

In any case you have to maintain two esm's (and one esp for play-testing) which is waste of time.
For ST and BM I use one esm.


Quote:Originally posted by morcroft
Tried TES4Edit once, briefly, and didn't get on with it. Probably just me.

I use TES4Gecko and love it for all mod management stuff - although I don't think it has a BSA builder so I actually build the BSA's with OBMM, which is super-easy once you find the option.
Bsa's have to be made with other tools like bsa commander etc.

If you understand the record/Form ID structure (advanced users) TES4Edit is very handy tool, especially when fixing problems.

For maintaining an esm use the Gecko, I know because I helped to develop this tool with SACarrow.


Quote:Originally posted by The Old Ye Bard
I have however said a seperate .esm for resources, and then a seperate one for all the world data, which is the standard for all the large worldspace mods.
Standard?

If you have to merge a lot of files it's a waste of time (resource eps's and modded content esp's).

Or do you keep the modded content (e.g. interiors linked to the exterior) in a separate esp?

If so, the esp size is limited (see above).



Resuming.

It's possible to use this system with two esm's however it's not very practical.

If it's standard what's the advantage?

I am advising several non BC projects, they also use one esm.
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
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Messages In This Thread
Bsa - by Ysne - 11-15-2010, 04:30 AM
[No subject] - by The Old Ye Bard - 11-15-2010, 05:32 AM
[No subject] - by morcroft - 11-15-2010, 01:42 PM
[No subject] - by Ysne - 11-16-2010, 02:34 AM
[No subject] - by morcroft - 11-29-2010, 11:08 AM
[No subject] - by sandor - 11-29-2010, 07:12 PM
[No subject] - by Ysne - 11-29-2010, 09:50 PM
[No subject] - by morcroft - 11-29-2010, 10:47 PM
[No subject] - by The Old Ye Bard - 11-30-2010, 02:49 AM
[No subject] - by morcroft - 11-30-2010, 08:03 AM
[No subject] - by sandor - 11-30-2010, 05:27 PM
[No subject] - by Ysne - 11-30-2010, 08:00 PM
[No subject] - by morcroft - 11-30-2010, 09:01 PM
[No subject] - by sandor - 12-01-2010, 08:20 AM
[No subject] - by morcroft - 12-02-2010, 02:05 PM
[No subject] - by sandor - 12-02-2010, 05:12 PM
[No subject] - by morcroft - 12-02-2010, 06:26 PM
[No subject] - by Ysne - 12-04-2010, 06:12 PM

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