Sharing Information Between Two Plugins
From The Elder Scrolls Construction Set Wiki
[edit] Problem Modifying Plugins with another Plugin
I am creating a simple mod that connects all of the houses I've downloaded with teleport doors. I placed a door in each house, and then I connected them with teleporters in another cell. The problem is that every time I place a teleport in a house from a plugin, the TES Editor creates a duplicate cell just for the teleport, saying that the cell is no longer unique. I've narrowed it down to conflicts between plugins because the teleporter I placed in Rosenthorn Hall (a stock Oblivion house) works just fine. My plugin loads after the others, so I don't think it's a load order problem.
Please, how do I modify other plugins using my own? --Wahh
- You can't. Oblivion's mod isolation specifically prevents this. -- Nezroy 15:02, 25 May 2006 (EDT)
- (8-12-06) I fought with this for a couple days myself before reading this page. not only can you not use a plugin to modify another plugin, you CANNOT ever link doors to teleport between structures created and saved in different.esp files. period. not even if the doors were already there but not going anywhere.
- Upon reading that it is not possible, i devised a workaround that will let you indirectly link the diferent structures (in this case, houses, but will also work for caves, shops, etc) together. the key idea is to create a central location that can be expanded at will and link doors from it to free areas just outside the houses, such as the back yard or by the front gate. I used the catacombs mod available at www.oblivionsource.com , although making any type of a cave or a room will do. the end result is that you now have a mod that fits togehter with all the other mods like a puzzle peice, making them appear to be linked when actually they are not.
- Not wanting anyone else to fight this problem like you and i have, I"ve added a very detailed warning about this to the Door and Teleport Marker Tutorial. I've also explained in detail how to implement my workaround
- I hope this helps. COMPUTWITCH
Leaving this question open, since it is a major obstacle for certain mod ideas. Suggestions welcome. Scruggs 12:57, 8 October 2006 (EDT)
The only real solution is to use an ESM. An ESP can modify an ESM, but as already stated an ESP cannot modify an ESP (due to the way formIDs work). See the UESP page on Mod Integration. --Dev akm 17:41, 17 October 2006 (EDT)
- Turns out I was wrong on this, as were a lot of other folks. To make amend, I'll be posting a tutorial about it shortly. --Dev akm 14:57, 1 March 2007 (EST)
I have several discussions on similar subjects of 'inter-mod communication'. I'm wondering if it is possible to use BS quest scripts that have local ref and short variables to pass info. between esps, at least in a temporary way. Adding scripted persistant items to persistant NPCs and containers might also be a way of achieving this IF you could retrieve the refID for a particular item NAME STRING within these containers. GuidoBot 18:29, 18 October 2006 (EDT)
Possible work-around: See discussion on official forums Mod De-Isolation. --Wrye 19:48, 28 November 2006 (EST)
- Update... Mod-De-Isolation seems to work quite well. E.g., Wrye Bash's new leveled list merging feature creates an esp that has both esms and esps for masters and is working quite well. --Wrye 22:45, 26 December 2006 (EST)
Here's a tutorial on De-Isolation, as promised. --Dev akm 15:24, 1 March 2007 (EST)

