MASTERFILE: Automatic door 'AutoLoadDoor01' (00015E1D) in cell 'YngolBarrowExterior' has its teleport marker too close to the linked door.Ĭell: 'YngolBarrowExterior' (0000B452) (38, 11) in world 'Tamriel' (0000003C) MASTERFILE: Errors were encountered during InitItem for reference:īase: 'ShipTrapdoor01MinUseHidden' (00061435)Ĭell: 'Wilderness' (0000967A) (2, -6) in world 'Tamriel' (0000003C) MASTERFILE: Automatic door 'ShipTrapdoor01MinUseHidden' (00099315) in cell 'Wilderness' has its teleport marker too close to the linked door. MASTERFILE: NavmeshInfo 00028e37 has no parent space, ignoring Look in the EditorWarnings.txt file for more info. MASTERFILE: =įORMS: TESDataHandler trying to create TESForm for unknown type 'NONE'.įORMS: Unknown $?_ID in ConstructObject. Same errors as on loading the master file:
I have just taken the mesogea.esp that it produced (after re-naming) and tried to load it. Sandeep Khatkar Posts: 3364 Joined: Wed 11:02 am ESM as it will invariably have dependent plugins for the DLCs. I'm probably going to have to do the same with. Unfortunately, for now at least, directing folks to the Nexus really is the only way to get your ESM out there as you intend it to be. I wholeheartedly agree that the Workshop should be capable of hosting bona fide ESMs.
esp's letting other mods take precedence regardless of its position in one's load order as it is such a plugin. You can upload Plugin.ESM to the Workshop and its ESM flag will still be ticked when subscribed to, but its file extension will be lost in the translation rendering a false flag Plugin.ESP.
Make a copy of Plugin.esp, rename the copy Plugin.ESM, open, set as active before the ESM flag is ticked by the editor, save and you've got a Plugin.ESM with its ESM flag ticked. CS, GECKs, and the CK can create bona fide ESM plugins.