If you merged plugins then the values from the winning override in the plugins merged are what are used by definition. The "text descriptors" are generally the EditorID (which is unique) and FULL Name (which is not unique) of the record being referenced.Īnd it depends on the context of what you're looking at. So the bottom line is that if the text descriptors are exactly the same I shouldn't worry about the different formIDs and whether or not 圎dit calls them conflicts? That would be helpful to know when building future conflict patches. It's hard to tell because some of the faces in-game look pretty close to the pictures but others don't. If they didn't, then more investigation is obviously called for. So, again, I'm just curious if the changes that you intended to happen in the game actually happened or not - if they did happen, then there would not appear to be a problem. Another way to see it is that the values are being overwritten with a "blank" value, and replaced by a value in a different line - note they all still have the PNAM - Head Part header. If this, then, is the case (and keep in mind, I'm guessing here, as this isn't my strength at all), then the merge putting those on a new set of lines shouldn't be an issue - because they'd still overwrite the files before it. Otherwise, you'd have two sets of eyes competing, as an example. but looking at the names in those lines, I think it's fairly obvious that they must. Take a look at how the lines for the three ESPs you have after Ordinary Women have thier changes on new lines - by the logic you appear to be using, these would not be overwritten by Bijin and so forth. Out of curiosity - are the desired changes seen in game? Leave the patch aside for a moment, and look at results first - looking at your provided pic, I'm not sure that there is a problem. Can someone please explain why Merged Plugins isn't pulling in those last loaded values, where those other values str coming from, and is there a way to accomplish what I'm trying to do? Thanks! But it's also happening in most of the other NPCs as well. I included a screenshot of the Maven record in 圎dit to illustrate the issue. I can't even forward a record into the merged esp or an external CR patch, because that turns the merged esps into masters and doesn't work. I know they must come from somewhere, but I can't see them and I can't figure out how to get Merged Plugins to end up with the values I want. Merged Plugins creates a whole new set of values. But when I create my merge, I don't get any of those values. The only other eps affecting that NPC record are Ordinary Women and Skyrim.esm. The last three esps in my load (Bijin, Smash, and CR) all point to those values. Instead of using the values for the last three eps in my order - Bijin, Smash Patch, and Conflict Resolution patch (all of which are in agreement) my merge plugin is pulling in values that don't even appear in any of the relevant esps.Īs just one example, I want the Bijin head parts for Maven Black-Briar. Then I ran merged plugins and all my fine tuning seems to go out the window. I then created a small conflict resolution patch in 圎dit to grab a few of the changed or missing values I wanted (mostly from patches like ICOW). I created a Smash Patch which looked really good and had most of the values I wanted carried forward. I prioritized them roughly in that order, as well. I'm using Divine People of Skyrim, Migal's Housecarls, Improved Bards, Ordinary Women, Men of Winter, and the Bijin series. I'm trying to merge several NPC retexture mods into one esp. With a bashed patch, both mods will be able to add a monster to the spawn point when you attain level 10.Hi, I'm having a hard time getting a merged plugin to pull in the values I want and I'm not sure if I'm missing something. Without a bashed patch, only the mod lowest in the mod order will get to actually place a monster in game when you reach level 10. They both add a monster that will appear when you reach level 10. Suppose you have two mods that add monsters to a spawn point. Let’s look at that in more detail with an example. The Bashed Patch will ensure that as far as is possible, all mods that change your levelled list or monster spawn points will have the changes implemented into your game. This could mean that if two mods make the changes to your levelled lists (the level at which certain objects appear in game) the one loaded last will win. It starts at the top of your order and implements the mods one by one. The reason that these steps are important is due to the way that Skyrim activates mods. It merges the levelled list so that all mods that add items to it have their changes implemented.It ensures that all mods that create or use monster spawn points work together.It looks for mods it can merge with the Bashed Patch to reduce the number of mods you use.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |