Razorsedge877 Posted February 7, 2016 Share Posted February 7, 2016 Hi Neo. I’m asking you this question because I’m pretty sure you install mods the same way that I do. I am in the process of installing SRLE Extended and have a question about Merge Plugins This is my install pane in MO -1.36 - NEW ITEMS +Bandolier - Bags and Pouches +Bandolier - Dawnguard +Cloaks of Skyrim +Cloaks of Skyrim - Patch - Dawnguard +Immersive Armors - UNP Edition +JaySuS Swords - Main File - v13C +JaySuS Swords - Main File Update - v13C to v13D Update +Wearable Lanterns +Winter Is Coming - Cloaks ++++++Armor of Intrigue - Main File (Do Not Activate - Merged) ++++++Armor of Intrigue - Main File Update - Beast Races Fix Update (16 June 2013) (Do Not Activate -Merged) ++++++Contractor and Mavari Armors - Contractor Armor (Do Not Activate - Merged) ++++++Contractor and Mavari Armors - Mavari Armor (Do Not Activate - Merged) ++++++Daedric Reaper Armor 2k - UNP (Do Not Activate - Merged) ++++++Eldrids Armor Mashup UNP (Do Not Activate - Merged) ++++++Faction Crossbows 2k (Do Not Activate - Merged) ++++++Lustmord Vampire Armor - HD (Do Not Activate - Merged) ++++++Merta Assassin Armor - UNP (HDT High Heels System not required) (Do Not Activate - Merged) ++++++Northgirl Armor - All Retextures Included (Do Not Activate - Merged) ++++++UNP Rogue Armor HD (Do Not Activate - Merged) ++++++Wayfarer's Coat (Do Not Activate - Merged) ------ Weapons & Armors Merged (SRLE Extended) On mods like Jaysus Swords and Armor of Intrigue where I have a main mod and an update mod. Will Merge plugins combine the texture files ect between the two mods and combine them or should I merge the mods into one mod Link to comment
Darth_mathias Posted February 7, 2016 Share Posted February 7, 2016 Hi Neo. I’m asking you this question because I’m pretty sure you install mods the same way that I do.I am in the process of installing SRLE Extended and have a question about Merge Plugins This is my install pane in MO-1.36 - NEW ITEMS+Bandolier - Bags and Pouches+Bandolier - Dawnguard+Cloaks of Skyrim+Cloaks of Skyrim - Patch - Dawnguard+Immersive Armors - UNP Edition+JaySuS Swords - Main File - v13C+JaySuS Swords - Main File Update - v13C to v13D Update+Wearable Lanterns+Winter Is Coming - Cloaks++++++Armor of Intrigue - Main File (Do Not Activate - Merged)++++++Armor of Intrigue - Main File Update - Beast Races Fix Update (16 June 2013) (Do Not Activate -Merged)++++++Contractor and Mavari Armors - Contractor Armor (Do Not Activate - Merged)++++++Contractor and Mavari Armors - Mavari Armor (Do Not Activate - Merged)++++++Daedric Reaper Armor 2k - UNP (Do Not Activate - Merged)++++++Eldrids Armor Mashup UNP (Do Not Activate - Merged)++++++Faction Crossbows 2k (Do Not Activate - Merged)++++++Lustmord Vampire Armor - HD (Do Not Activate - Merged)++++++Merta Assassin Armor - UNP (HDT High Heels System not required) (Do Not Activate - Merged)++++++Northgirl Armor - All Retextures Included (Do Not Activate - Merged)++++++UNP Rogue Armor HD (Do Not Activate - Merged)++++++Wayfarer's Coat (Do Not Activate - Merged)------ Weapons & Armors Merged (SRLE Extended) On mods like Jaysus Swords and Armor of Intrigue where I have a main mod and an update mod. Will Merge plugins combine the texture files ect between the two mods and combine them or should I merge the mods into one mod not sure this would work cos all the added item coming from SRLE base should be using the CCOR plugin not there own. Link to comment
Razorsedge877 Posted February 8, 2016 Share Posted February 8, 2016 The plugins are not what I'm asking the question about. Its the folders. Will it take the folders from the main file and combine them with the updated files folders. Link to comment
Neovalen Posted February 8, 2016 Author Share Posted February 8, 2016 It only takes the contents of the mod folders where the last overriding esps/esms reside. Link to comment
minos55 Posted February 8, 2016 Share Posted February 8, 2016 Don't we need to move the XLCN - Location information of this recod \ Worldspace \ 00037EDF <SolitudeWorld> \ Block -1, 0 \ Sub-Block -2, 3 \ 00037EE9 <SolitudeOrigin> from any of the mods to conflic resolution, cause books of skyrim doesn't have that information other mods do. also some of the changes of unofficial skyrim legendary patch are not forwarded. For example here. \ Non-Player Character (Actor) \ 0001BB28 <JyrikGauldurson> is that ok?what about this? Do we have to fix this conflict? Link to comment
Neovalen Posted February 8, 2016 Author Share Posted February 8, 2016 Don't know, power been out most of the day + watching super bowl at party. Will look when possible. Link to comment
Razorsedge877 Posted February 8, 2016 Share Posted February 8, 2016 So I am better to combine the mods than, is that correct? If so I will have to redo a few mods and merges Link to comment
Neovalen Posted February 8, 2016 Author Share Posted February 8, 2016 So I am better to combine the mods than, is that correct? If so I will have to redo a few mods and mergesCombine Mods + Updates. Leave Optionals Separate. That is how I run it. Link to comment
Electrocutor Posted February 8, 2016 Share Posted February 8, 2016 Generally, it's good to merge like mods in the correct order to avoid LOOT from screwing things up between multiple patches or updates, which happens quite often I've found. Alas, I've also found that some compatibility patches themselves also need compatibility patches for other compatibility patches. I've also noticed that certain mods somehow avoid overriding unchanged parent records that automatically get included when modifying a child record; I'm not sure how this is done, but it would allow for much, much cleaner patches if I can figure it out. Link to comment
Neovalen Posted February 8, 2016 Author Share Posted February 8, 2016 Don't we need to move the XLCN - Location information of this recod \ Worldspace \ 00037EDF \ Block -1, 0 \ Sub-Block -2, 3 \ 00037EE9 from any of the mods to conflic resolution, cause books of skyrim doesn't have that information other mods do. also some of the changes of unofficial skyrim legendary patch are not forwarded. For example here. \ Non-Player Character (Actor) \ 0001BB28 is that ok?For 00037EE9 (First One) I'm showing iNeed as the last winner for that record and it has the proper XLCN... For 0001BB28, that does need fixed. :)Edit: 1BB28 updated in guide and downloadable CR. Link to comment
minos55 Posted February 8, 2016 Share Posted February 8, 2016 For 00037EE9 (First One) I'm showing iNeed as the last winner for that record and it has the proper XLCN... For 0001BB28, that does need fixed. :)Edit: 1BB28 updated in guide and downloadable CR.ok so i will have to go through evrything in tes5edit then, cause i don't use Ineed. Thank you Link to comment
hazelwolf Posted February 8, 2016 Share Posted February 8, 2016 Has anyone given Chesko's new mod a looksee? Looks like a neat little roleplay enhancer (and a good way to avoid spamming the wait button) Link to comment
DarkladyLexy Posted February 8, 2016 Share Posted February 8, 2016 Has anyone given Chesko's new mod a looksee? Looks like a neat little roleplay enhancer (and a good way to avoid spamming the wait button)i know neo is testing it out Link to comment
Neovalen Posted February 8, 2016 Author Share Posted February 8, 2016 Has anyone given Chesko's new mod a looksee? Looks like a neat little roleplay enhancer (and a good way to avoid spamming the wait button)I like it, just waiting for things to iron out before adding. A lot of the issues I noted are being patched out fairly rapidly now (4 new versions since release). Link to comment
hazelwolf Posted February 8, 2016 Share Posted February 8, 2016 I like it, just waiting for things to iron out before adding. A lot of the issues I noted are being patched out fairly rapidly now (4 new versions since release).I wish I'd waited or just paid the slightest amount of attention before installing. I unpacked the BSA and cannot uninstall it without granting Admin Privileges to view or remove the files. No idea precisely what files these are, though or how to go about setting this procedure up. Link to comment
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