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Modders Resources. How do they work?


xenic

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Posted

I was wanting to add something from a modders resource into a mod I working on. My big question is this: How do they actually work? Will I need to include the resource with my esp or do I need to make a bsa with said resources in there?

 

Example: <Resource A> is an esp file. I want to use a static object from it in < Mod X>. Do I then need to include that esp with my own?

 

Example 2: Modder resource is a set ou texture and mesh forlders. I use something from them. Do I need to make include a bsa? 

 

Or does the CK just add the appropriate files into my esp?

Posted

when using assets from a modder resource you can simply create your own new IDs so that you can have some sort of "continuity" in your own mod, it would be easier for you to work with, like making future changes etc.

 

What really matters, in my opinion, is how the modder wants you to handle his resource. Some modders explicitly specify to use their file and create yours with it as dependency, under certain circumstances.

Posted

A modders resource only really differs from a regular mod in its purpose but the technical background is the same.

 

If you want to reference an external static object from an esm in your esp all that's required is for you (and any user that will get to play your masterpiece) to load said esm alongside it, be it in the CK or the game itself.

Alternatively you could of course merge any files associated with the content you want to reference (meshes/textures/IDs...) into your own mod, thus removing the dependency, but - assuming you intend to make your work public - whether that's a viable option depends on the permissions set by the author of said resource package, usually outlined in the readme or mod description. Some don't mind, others do.

Posted

A modders resource only really differs from a regular mod in its purpose but the technical background is the same.

 

If you want to reference an external static object from an esm in your esp all that's required is for you (and any user that will get to play your masterpiece) to load said esm alongside it, be it in the CK or the game itself.

Alternatively you could of course merge any files associated with the content you want to reference (meshes/textures/IDs...) into your own mod, thus removing the dependency, but - assuming you intend to make your work public - whether that's a viable option depends on the permissions set by the author of said resource package, usually outlined in the readme or mod description. Some don't mind, others do.

So then I would use the esm as a master file and just include it with my mod?

Posted

 

A modders resource only really differs from a regular mod in its purpose but the technical background is the same.

 

If you want to reference an external static object from an esm in your esp all that's required is for you (and any user that will get to play your masterpiece) to load said esm alongside it, be it in the CK or the game itself.

Alternatively you could of course merge any files associated with the content you want to reference (meshes/textures/IDs...) into your own mod, thus removing the dependency, but - assuming you intend to make your work public - whether that's a viable option depends on the permissions set by the author of said resource package, usually outlined in the readme or mod description. Some don't mind, others do.

So then I would use the esm as a master file and just include it with my mod?

 

 

You would use it as a master, yes. But typically you would provide users with a link to the esm rather than including it in the download.

 

Apart from the fact that some modders prefer to know where their mod is uploaded (again depends on what the mod author specified in the readme), this is also preferable since it keeps the download size of your mod down as you would not only have to include the esm but any data files or bsa that it uses for that method to work.

 

Still, it's worth considering in cases where your mod requires a very specific version of the master file and the mod author doesn't object to it.

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