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Posted

Hi to all

 

First to say that i don't know if this is the proper place to ask, but since I don't know i will try :), if it is not, sorry for it.

 

I learning (somehow) to use TES5Edit, applied filter and hide not conflicts

 

Then I have a series of records that are present in (by order) - Dawnguard- USKL- Cutting Room Floor - The Choice is Yours - Altlas Legendary..

The last esp to load is:

                                Underwater_Treasures.esp

 

there are 5 records (TundraMegan01 [REGN:00041449] - avNavmeshBatch4 [REGN:0008EED7] .......) not present in that Underwater_Treasures.esp.

 

I have learned how to copy those records in the last .esp - but i have not way to know if this is right to do or i will mess all my mod list

6 answers to this question

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  • 0
Posted

Ok thank you for your answer but i think my post of the records was not very well readable

 

The five entries that carries on from Skyrim.esm to Upcate.esm to dawnguard - hearthfires.esm - dragonborn - USLEEP - Cutting room floor - CACO - CFF - CCOR - the choice is yours - atlas legendary, and the las plugin is Underwater.esp which does not have those records.

 

Records not present:

                               TundraMegan01 [REGN:00041449]  --  avNavmeshBatch4 [REGN:0008EED7]  -- WeatherTundra [REGN:000C5858]  --  BorderRegionSkyrim [REGN:000C5859]  --  Brie2npassTundra03 [REGN:000CAD0A]

 

Those records shows under the "tag" XCLR - Regions

 

Only one seems to be a "Navmesh" if is not for avNavmesh... but the others?

 

I am trying to teach myself TES5Edit, and i have some useful PDF and links, but i do not know/nor how to handle taht-

 

Should just copy that non present records into the Underwater Treasures.esp (that i know how) or make a new esp file (also i know how) or i should just leave it alone?

  • 0
Posted

As a rule of thumb, never alter the original ESP. Rather, make a new esp that is your own custom patch. Then sort it with LOOT to check it's placement. Add meta rules in LOOT, if need be, so that LOOT will sort it properly.

  • 0
Posted (edited)

Ok that about no alter an esp and make a new one and Meta rules, understood.

 

What about the last esp and values not present in it?... Values that have been carried, esp after esp but coming to the last one it is not??

 

I ask that because in my TES5Edit i found several cases, and i am trying to understand and work with TES5Edit.   Another example:

 

 esp involved are: WAFR then CCF then CCOR and fnally Prvt_HeavyArmory.esp (from Heavy Armory mod)  ---- in load order

the FormID is  WAF_WeapMaterialForsworn [KYWD:01AF0104], The value in the EDID - Editor ID  is WAF_WeapMaterialForsworn, carried as it is through WAFR - CCF - CCOR but it comes to  Prvt_HeavyArmory.esp (last in load order) the value changes it to WAF_WeapMaterialForsworn_KRY

 

As you see, the value is "almost" the same, but it is not, the private.esp adds _KRY changing it

I am trying to teach myself TES5Edit but a bit green yet, so i do not know if if good to left things as they are or change the value in Prvt_HeavyArmory to the one it was been carried by the others .esp's

This bit of information could be precious for me because i have similar examples with other esp.

TX

Edited by richardo11
  • 0
Posted

Hi richardo,

 

This is going to be a bit of a long post so pls bear with me... ::):

 

First let's try to clear some of your issues/questions regarding TES5Edit and the world of "simple patching":

 

  1. As tech said, it is not recommended to alter a specific plugin (Underwater.esp in your case) in order to carry forward (patch) any missing/conflicting records/data but to create a new esp and give it a new appropriate name. The reason for this is not that you are not allowed to alter any esp for personal (and only personal) use; but because when this esp gets updated you most probably have to redo all the patching. It all comes down to preference if you are not running a heavy mod list where each esp counts. If you do however run a heavy mod list, then, I would recommend creating a single esp (i.e. name it My General Patch.esp or something similar) and include all of your patching in there instead of going the "various-mod-dependent-patches" route.
  2. Before you patch (or carry forward a record change) a record try to find out what this record is doing and its role in the game. A very good source of information is the Creation Kit wiki (www.creationkit.com). There is a search box in there where you can input the record names that you are after and in 90% of the cases it will return with the info you need. For example; in your above posts you mention about XCLR-Region...if you input "Region" in the search box it will give some god info of what a region is, in which parent records it is implemented and what it represents. This will give a nice first idea of what to patch and why. Eventually you will come to realize that patching in its general sense is nothing more than common sense implementation.
  3. TES5Edit is just a tool. A very powerful tool that unfortunately does not explain what each record is representing (it would not be possible). You need to find that info; thus my recommendation for the CK wiki page.

Now let's get to your actual questions above:

 

  • The regions not present in your Underwater.esp...for sure these Regions need to be forwarded. Most probably the reason that they are not present in Underwater.esp is because it does not support the DLCs. This can be done in 2 ways...either change its load order or create a patch. As i do not know what Underwater.esp is changing or bringing to the game then I cannot be sure (without looking at TES5Edit) that changing its load order will just fix these conflicts u are referring to or will create others. This is up to you to observe. If changing the load order (i.e. above Atlas Legendary) does not create any more conflicts; do just that and forget about patching. I am sure you already know about the Rule-of-One when it comes to Bethesda games. If you need to patch it then: Forward the Worldspace record of Underwater.esp by right clicking on its column header in the right pane -> Copy as override into... and then choose New and give it a name (i.e. My General Patch.esp I mentioned above - DO NOT type the ".esp"). Then drag the regions not present in that new esp from USLEEP or DG or HF or DB until everything turns green. If you do not have any more patching to do, save and you are good to go.
  • About your last post regarding Keywords...for this specific case you do not need to alter, patch or do anything...they are both compatible. For consistency reasons only you can patch it but it is not that vital.

Hope this helps a bit.  ::):

  • 0
Posted (edited)

Thank you, thank you very much for your time and for your patience, Understood the issue about changing the original esp, like the idea of a general esp patch but i do not know could be difficult for me a this stage of my learning. In the other hand if i modify the original underwater esp... one thing i am sure too... at this stage of knowledge i have i am not going to upload anything soon (Making myself ready for become a good modder witn TESVI???  --- My hobby of retired man??  I could well be, I like the idea :)  )... I will see

 

Soon i going to start with the CK, but for now four answer i enough

 

As y said, thank you very much ....... my Jarl :)

Edited by richardo11

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