Thats exactly how I go about it though I must rember next time to keep a permanent backup of the original save game maps.xolotl wrote: Yeah, if you want your mod to have custom items, or otherwise do some stuff which simply isn't possible using the global map files, what you'd probably want to do is start a new game, maybe use the character editor to give yourself a powerful character, and then just go visit the maps you need to edit, and quit the game immediately after entering the map. Then you'd make a copy of both the .map and .ent and edit those however you like, and those would be the ones you'd distribute. That way, you're starting with a completely "fresh" map, without any entities killed, etc.
It also helps to pop a script on an object at the starting point and use several activate_qt commands to enable all the quick travel points.