Screenshot of the problem:
I dragged SSEEdit from my 1080P Monitor to my 4K Monitor. Most things scaled properly, except for the font and title bar. I did it again. The font got smaller.
My monkey brain thought this was funny, so I continued until I couldn't read it anymore. Well, there was NOTHING funny about it AT ALL.
When I restarted, the font stayed the same.
Overriding Windows DPI scaling to System for the Mod Organizer and xEdit applications didn't work. Running xEdit manually outside of MO didn't work. Changing theme didn't work. Deleting and reinstalling xEdit didn't work. Setting my windows scaling to 350% makes the font a little bigger, but still barely readable. Changing my Main Display in Windows/Nvidia and relaunching didn't work.
I've been crying from troubleshooting an infinite loading screen error for the past 2 days and I need xEdit to help troubleshoot it. I miss Lydia. Please help.
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!
As it was stated in the title, it seems DynDOLOD is not applying modded statue of Azura (Sexy Statues Skyrim v2 NSFW Warning) when generating LODs. When I launch the game, vanilla Azura appears instead of the modded variant. The modded statue of Azura will only appear once I get close enough to it. Also, I installed a mod which resize the statue 2x its normal to make it visible all across Skyrim (Elizabeths Tower - Azura Shrine SSE).
I have checked SSEEdit to see what defines the conflict and it turns out DynDOLOD.esp set the statue as persistent only and removed "is full lod" definition which was there in Elizabeth's Tower. I have very little idea of what those terms mean but my gut tells me that it has something to do with the trouble I am facing currently. Hence, is there a method to overcome this matter?
Thank you very much in advance.
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