Over time, and by reading comments of mod authors, I have learned that for certain record types displayed in TES5Edit, when using the conflict filter feature, some records are incorrectly identified as conflicting (ie., "conflicting" = overridden by a plugin which comes later in the load order.)
For example, ripple, the author of Inconsequential NPCs has explained that location persistent references (LCPR sub-records in LCTN / Location records) supplied by different plugins are not actually overwritten by the last mod in the load order LCTN for certain locations (source). The implication here is that all those references are combined and used from all mods with that record type when Skyrim is started. So in other words, when making a compatibility patch in TES5Edit, you do not need to copy overrides for those particular records.
I have asked in a number of places which records types do not need to be carried forward into compatibility patches, but have never received a reply, and still to this day have not found a definitive list in one place. Well, I'd like to change that, and I need your help, if this is something you are knowledgeable about.
Below is a list of record types, grouped by category, that I have read comments saying they are incorrectly identified as conflicting, because they are actually combined at runtime:
A List of Non-Conflicting Record Types seen in TES5Edit [WIP]
Default Object Manager (DOBJ)Record sub-record types:
DNAM - Objects (Confirmed here) Dialogue Topic (DIAL) Record sub-record types:
TFIC - Info Count (Confirmed - sources: here & here) Dialogue Information (INFO) Record sub-record types:
PNAM - Previous Info (Confirmed here) Idle Animation (IDLE) Record sub-record types:
ANAM - Related Idle Animations (Confirmed here) Location (LCTN) Record sub-record types: (Confirmed here)
ACPR - Actor Cell Persistent Reference LCPR - Location Cell Persistent Reference RCUN - Reference Cell UNique ACSR - Actor Cell Static References LCSR - Location Cell Static Reference RCSR - Reference Cell Static Reference ACEC - Actor Cell Encounter Cell LCEC - Location Cell Encounter Cell RCEC - Reference Cell Encounter Cell ACID - Actor Cell Marker Reference LCID - Location Cell Marker Reference ACEP - Actor Cell Enable Point LCEP - Location Cell Enable Point NOTE: Other LCTN sub-record types require conflict management.
(Confirmed - sources: here, here, here & here)
Story Manager Quest Node (SMQN) Record sub-record types: (Confirmed - source: here & here)
SNAM - Child sub-records QNAM - Quest Count / Quests Story Manager B??? Node (SMBN) Record sub-record types:
SNAM - Child sub-records (Confirmed here) For more details about how the above listed sub-record types merge at runtime, please see this excellent opening thread post by Arthmoor from 12 March 2014. Many thanks to him for confirming / explaining all of these, and a tip of the hat to MonoAccipitor for noticing Arthmoor's post.
I will update this list with additional confirmed non-conflicting record types based on your replies.
Thanks in advance for your help, and let's hope others can benefit from this list!
I'm modding SkyrimSE with MO2 by following this version of the step guide: https://stepmodifications.org/wiki/SkyrimSE:1.0.0#04-Foundation. I've followed everything until now but experience problems with the first mod I need to install without using Nexus. It's Skyrim SE particle patch for ENB and I downloaded 'SPECIAL EDITION > ALL-IN-ONE INSTALLATION > LATEST VERSION (GOOGLE DRIVE)'. It's installation went fine (Situation A) but when I have to enable the optional ESP 'Particle Patch for ENB SSE.esp' I get the message 'Plugin not found: Particle Patch for ENB SSE.esp' in my log (Situation B).
I've tried: reinstalling the mod, refreshing, enabling and disabling the mod, restarting MO2, re-downloading the file. It doesn't fix my problem. I've added the pictures of situation A and B. I hope there are people who can help me here. Thanks so much in advance!
Papyrus Compiler Patch for x64 Systems by DoubleYou
This patch allows you to compile Papyrus scripts when using the Creation Kit in conjunction with Mod Organizer when you're using a 64-bit computer. This patcher made in CodeFusion offset patches one single byte at 0x00000218 from 01 (AnyCPU mode) to 03 (32-bit only mode). More explanation can be found here: https://forum.step-project.com/topic/6214-howto-use-creationkit-from-mo/
Extract Patcher to the Papyrus Compiler directory inside the Skyrim folder. Run Papyrus Compiler Patch for x64 Systems. Click Patch. Read log to verify file was successfully patched. A backup shall be created with a .BAK file extension. If you run into a permissions issue (possible even if run as admin), try copying both the patch and PapyrusCompiler.exe to your desktop and execute there, moving the new files back to this directory once complete.
Delete PapyrusCompiler.exe from the Papyrus Compiler directory inside the Skyrim folder. Rename PapyrusCompiler.exe.BAK to PapyrusCompiler.exe inside the same folder
Thanks to Tannin42 for discovering this fix.
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