Wheel of Time - Morrowind Mod

Modding and Merging

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This section is under construction.  It will contain full instructions on what to tell us when you return an ESP and what we are going to do with it.

The following section should be read by every modder prior to beginning work in the Construction Set.  It details what to load, where to save, and what information the merge team needs in order to put your work in the main files.

How we will merge

We will take your ESP and split it up by cells and other items. 
All cells and landscape items will be merged back into the Map segment ESM that corresponds to the cells you worked on.

All scripts, new items, classes, races, dialog, pretty much everything but the cells and landscape will be merged back into the WOT_Base.ESM.

Working on Exteriors

1)  Always check the WOT_Base.esm when selecting your Data Files.

The WOT_Base.esm contains all the items, scripts, NCP's, races, skills, regions, classes, dialog, journal entries, and factions. 

2)  Load up the map segment you are working on. 

Those are also ESM's and named WOT_A1a.esm, WOT_A2a.esm, WOT_B1a.esm, etc.
The map is split up into 12 different segments.  See the map segment in Base_ESM_Build.htm to determine which segment to load.
Do not load up any additional segments unless you are working on joins or the final placement of items and testing of a quest that spans a map segment.

 

This page is under construction.  It does not contain the full documentation on merging, testing, and modding.


The Wheel of Time and all its subject matter is copyright by Robert Jordan.  Morrowind, the gaming engine, and the modules created for it are copyright by Bethesda.  This project is a not-for-profit endeavor.  It is done in homage to a great fantasy series.  It is not intended to be an official representation of the works of Robert Jordan.
For problems or questions regarding this web contact the webmaster: Kiriel@direcway.com.
Last updated: August 31, 2005.