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Posted

I couldn't find a general guide for checking compatibility of mods with TESVedit, does anyone have a link to a wiki page or a video?

 

Seems that in the Skyrim Revisited guide Neo uses a lot of TESVedit steps for fixing the issues and I would like to know how to find them and resolve them like he does.

 

Example:

 

 

I found some mods I like: "Your Market Stall", "Enhanced Skyrim Followers: Aela", "Cerwiden" and a mod "Immersive Settlements", all of which I enjoy, but I would like to check and make sure there are no issues.

 

I am not asking for someone to tell me how to fix these particular mods, if they even have problems, but more-so how to do this myself when I need to.

 

 

8 answers to this question

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  • 0
Posted

Load in a mod and the official .esm´s

 

Check the mod for entries that are not green. Look at what type of entry it is and then determine if it needs replacing.

 

Next do the same for the unofficial patches and the mod.

 

Some are very obvious... like if the mod has a conflict with the unofficial patch in terms of which sound should play when hitting with a weapon.

 

As for a general guide then that would be too comprehensive... it is a matter of learning what the various entries mean and then by experience try to do it yourself and see what happens.

 

Neo´s edits are an excellent guide on how to do it. You just have to actually stop and up see what you are doing instead of just copy pasting though the guide.

  • 0
Posted

I have been doing that fairly easily, but might miss some things because some mods have tons of sub-sets. I wish it would highlight the top of the stack in red so I could find these lol.

 

Posted Image

since the skyrim.esm data matches the mods data, but NOT the Unofficial Patch, i can safely mod the values over, right?

 

Posted Image

Given that this mod is a Aela follower mod, i would expect it to modify skills, but in this case Skyrim.esm and the mod MATCH, so I assume i should move the unofficial data over (I don't think this particular set of data matters as for "problems"), correct?

  • 0
Posted

In most cases the mod and Skyrim.esm will always match since every mod author has skyrim! But there might be some changes based on recent patches to the game, in which case the update.esm should contain the new values. As far as i understand that anyways.

 

Where small conflicts can arise is with the DLC that the mod author might not have, and then some entries that are altered in the DLC are not there at all.

 

Most mod authors do not seem to make their mod compatible with the unofficial patches right from the getgo, so there is normally stuff that needs to be sorted out.

 

In the case of your follower mod there... then the first seems to be scripts relating to if she die, and the other just skill values.

The skill values I do not see any issues with you just copying over... after all the only difference ingame would be that she is more or less powerful.

The other with scripts I do not really know... I guess you can try it out and make a backup, then try to kill her and see what happens! ;)

 

Also in case it is not very obvious, I am no expert in this field yet! I am only just starting to do all the edits on my own now! So I am properly learning as much as you are here! :)

  • 0
Posted

Yea, I kinda figured the above mismatches weren't critical at all, just wanted to know if I have the right idea as far as loading up Unofficial patches and carrying values over - really seems that if they match the skyrim.esm, but not unofficial patch, then I can safely carry over (outside of quest changes or whatever, depending on what the mod is supposed to be doing).

 

There are 2 fields that keep getting mismatched called "MHDT-unknown (wiki is real informative with it just being called "unknown" on there too lol)" and the one for regions XLCR i think? I dont have TESVedit open atm. Neo did replace these in some files, but I have quite a few of them to fix if they need to be addressed.

 

How do you check incompatibilities between multiple mods? Like how hes having you create around 8-10 custom patches for this? We just load up the entire load order just to browse around and then start loading the ones with mismatches together 2 at a time?

  • 0
Posted

I do not know how Neo does it, and I have not done any patches myself yet...

When I check mod against another mod then I only do it if it makes sense.... like comparing a mod that alters food with one that only has weapon and armor changes would be completely unnecessary.

in general when you load in a mod to clean it then you see what it includes.. and then you can deduce what you need to compare it with when you have looked at others.

  • 0
Posted

If you guys want a total guide to using TESVEdit then maybe try out the FNVEdit Training Manual. It's a bit old and for FNV, but all the info transfers over since the concepts of what TESVEdit does are the same. It's 162 pages of info that goes way deep inside the program so it's worth reading if you put lots of hours into modding Beth games.

  • 0
Posted

Thanks EssArrBee, I will be looking at that shortly.

 

The last 2 weeks haven't been enough of a waste of time figuring this all out... might as well dive in and start reading the details lmao.

 

I finally finished each step of Neo's guide and man it was freakin awesome loading up and walking outside only to get my @!! handed to me by 5 dragons at once... then I reloaded because... well... that was just too dang awesome, and I CTD, restart and CTD same spot. However.... (there is a huge "however" here...) I was running Camtasia to capture the moment lol; im sure that had a heck-of-a-lot to do with it.

 

I think this install is having a lot of stuttering from script bloating(?) and mod conflicts, so I have to research a lot more.

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