[Solved] continuing work on an esp. How to continue?
| [Solved] continuing work on an esp. How to continue? | |
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tuxek
Posts : 374 Join date : 2015-11-01 Age : 25 Location : The Netherlands
Character sheet Name: Faction: Level:
| Subject: [Solved] continuing work on an esp. How to continue? Wed Sep 20, 2017 7:18 pm | |
| Ok, haha I seriously don't know how this works yet.
So I recently got a large quantity of bf3 gun sounds and I was gonna replace pretty much all of the "Weapons of the new Millenia" gun sounds with them one at a time. For now I never really continued working on an esp after I made it and I don't even know how it works.
So yeah. I got this esp named "sound test" and it currently only has replaced about two weapons. So if I load that esp and then replace the sounds on another weapon how do I make it so that when I save I either overwrite or make a new esp that doesn't need me to keep the old one?
Maybe once you save the stuff changed by "sound test" will be kept inside "sound test2" but I just don't know. I already have too many esp's made by myself crowding my load order and I wouldn't like to merge them all every time I make a new esp.
So if someone would be able to explain how it works that would be neat. _________________ "You're never too young to have a Vietnam flashback" -Julius Caesar - Q: Can you teach me how to rig? - A: Perhaps this will help:
Last edited by tuxek on Sat Feb 03, 2018 11:17 pm; edited 1 time in total (Reason for editing : Adding Solved sign so it can be removed easier) |
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TitanTheDirewolf
Posts : 181 Join date : 2016-06-19 Age : 23 Location : The United Kingdom
Character sheet Name: Character Faction: Level:
| Subject: Re: [Solved] continuing work on an esp. How to continue? Wed Sep 20, 2017 7:34 pm | |
| The safest bet is probably just using the Sound Test, and overwriting the sounds it also makes, and then saving it as that ESP. replacing the old one. _________________ |
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tuxek
Posts : 374 Join date : 2015-11-01 Age : 25 Location : The Netherlands
Character sheet Name: Faction: Level:
| Subject: Re: [Solved] continuing work on an esp. How to continue? Wed Sep 20, 2017 9:03 pm | |
| @TitanTheDirewolf So you're telling me to go into my little geck. Load once again: "weapons of the new millenia" and my little "sound test" esp go into the guns I already edited (m16 and usp) and then just click a few buttons so it edits those guns again. Then continue work on other guns and somehow overwrite the old esp. Funny you saying that because I usually have it when I try overwriting esp' it tells me its impossible to do so. And how do modders who make longer mods like quest mods do it. Do they just merge their bunch of esp's or is there a different way? _________________ "You're never too young to have a Vietnam flashback" -Julius Caesar - Q: Can you teach me how to rig? - A: Perhaps this will help:
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Nicks
Posts : 215 Join date : 2017-01-21 Age : 23 Location : Somewhere...i think
Character sheet Name: Character Faction: Level:
| Subject: Re: [Solved] continuing work on an esp. How to continue? Wed Sep 20, 2017 9:23 pm | |
| If the mods files arnt packaged, i would just directly replace the sounds. for example if the the mod your adding the sounds to had a folder named "sounds" the go in the and find the gun sounds. and then replace the sounds by taking the file you want to replace the old file with, make sure its the same formatte and change the name to mach the old sound name and replace it that way. thats what i used to do _________________ I make Stuff In the realm of Computers - formerly known as Onceknown - |
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Banewrath
Posts : 266 Join date : 2017-07-30 Age : 51 Location : Philadelphia
| Subject: Re: [Solved] continuing work on an esp. How to continue? Wed Sep 20, 2017 9:25 pm | |
| If you are placing the sounds from one mod with sound files from another , this is your lucky day!
Open up the new milenia mod and go to the sounds tab. Find the sound file of the wepon you want to change. I think milenia used all custom sounds in the mod. I`m not sure. Open up the gun sound and where it has the sound file, click the button and select the sound you want to use from brosing your folders. Save the change and save the esp. Now that weapons sounds will be using the sound you changed it to. Ye Scabby Dog! Sorry I`m still stuck on pirate day aren`t I? |
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tuxek
Posts : 374 Join date : 2015-11-01 Age : 25 Location : The Netherlands
Character sheet Name: Faction: Level:
| Subject: Re: [Solved] continuing work on an esp. How to continue? Wed Sep 20, 2017 10:41 pm | |
| Welp. The sounds I am using must be edited aswell. So I'm more or less picking different files for the sounds millenia's guns use. The problem is that what I gathered of Titan's solution didn't really work.
I'm probably gonna merge the esp's but I still am wondering how bigger projects continue making their mods. You can't just make bigger mods in one geck session. _________________ "You're never too young to have a Vietnam flashback" -Julius Caesar - Q: Can you teach me how to rig? - A: Perhaps this will help:
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aarius
Posts : 1457 Join date : 2015-06-07 Age : 25
Character sheet Name: - Faction: - Level: -
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Banewrath
Posts : 266 Join date : 2017-07-30 Age : 51 Location : Philadelphia
| Subject: Re: [Solved] continuing work on an esp. How to continue? Thu Sep 21, 2017 1:18 am | |
| - aarius wrote:
- @tuxek set the esp as an 'active file'
Haha, I didn`t even think to mention that. That is the first step to editing an esp. |
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tuxek
Posts : 374 Join date : 2015-11-01 Age : 25 Location : The Netherlands
Character sheet Name: Faction: Level:
| Subject: Re: [Solved] continuing work on an esp. How to continue? Thu Sep 21, 2017 9:55 am | |
| And here I was gonna ask how to make scripts in mod merger dominant over the others because FNVedit only picks out conflicting scripts.
Welp. I did say I knew as much as Jon Snow. Thank you for helping me with that one button of which I never cared to press. _________________ "You're never too young to have a Vietnam flashback" -Julius Caesar - Q: Can you teach me how to rig? - A: Perhaps this will help:
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