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My mod is conflicting with another but im not sure how to solve the problem.


gislijohann

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I have a mod that edits the stats of the enchantments that power armors use and I'd like to try and make the Power Armor Scaling mod (https://www.nexusmods.com/newvegas/mods/59705?tab=description) compatible if possible with an update file or something if possible. Power Armor Scaling also changes the enchantments which causes a conflict, is there any way to make my mod work with it.

Edited by gislijohann
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Is this just a conflict by happenstance ? Or did you make your mod based off of theirs ?

Either way , would need yours to compare the two.

No its not based off of theirs, i made it about a month before power armor scaling came out. Here's a link to it https://www.nexusmods.com/newvegas/mods/59399

 

Last mod to load wins all conflicts. If you want your stats to show, load yours after Power Armor Scaling.

That's the issue, some things get overwritten, like on remnants power armor I added +45 carry weight, but power armor scaling overwrites it, I'm wondering if there's any way to solve this.

Edited by gislijohann
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Is this just a conflict by happenstance ? Or did you make your mod based off of theirs ?

Either way , would need yours to compare the two.

No its not based off of theirs, i made it about a month before power armor scaling came out. Here's a link to it https://www.nexusmods.com/newvegas/mods/59399

 

Last mod to load wins all conflicts. If you want your stats to show, load yours after Power Armor Scaling.

That's the issue, some things get overwritten, like on remnants power armor I added +45 carry weight, but power armor scaling overwrites it, I'm wondering if there's any way to solve this.

 

Having compared both of your mods, the problem seems to be that you are both altering the same object effects and have conflicting effects and overlapping slot(effect numbers)

 

While my attempts to fix that with FNVEdit were unsuccessful. Fixing it still isn't that difficult. Just open the geck, have both .esps loaded but neither set to active so you can make a new .esp

Then simply edit the conflicting object effects so that they have the desired base effects from mod mods. Save your work as an esp and have it load after both your own mod and Power Armor scaling and that should be all.

 

Note I have no clue whether the author of Power Armour Scaling is okay with the assets from their mod being used like this. So if you want to release this publicly using my suggested fix, you may want to make sure they are okay with it. Just putting this out there for permissions/legality's sake and all that.

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That's the issue, some things get overwritten, like on remnants power armor I added +45 carry weight, but power armor scaling overwrites it, I'm wondering if there's any way to solve this

 

 

Having compared both of your mods, the problem seems to be that you are both altering the same object effects and have conflicting effects and overlapping slot(effect numbers)

 

While my attempts to fix that with FNVEdit were unsuccessful. Fixing it still isn't that difficult. Just open the geck, have both .esps loaded but neither set to active so you can make a new .esp

Then simply edit the conflicting object effects so that they have the desired base effects from mod mods. Save your work as an esp and have it load after both your own mod and Power Armor scaling and that should be all.

 

Note I have no clue whether the author of Power Armour Scaling is okay with the assets from their mod being used like this. So if you want to release this publicly using my suggested fix, you may want to make sure they are okay with it. Just putting this out there for permissions/legality's sake and all that.

 

Will the solution require you to have the original authors mod and my mod before the esp patch in the load order, or for you to have them at least. If not I'd ideally want to avoid just taking his script and using it in my mod, but if there's nothing else that can really be done I might just ask him if he's fine with it.

Edited by gislijohann
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That's the issue, some things get overwritten, like on remnants power armor I added +45 carry weight, but power armor scaling overwrites it, I'm wondering if there's any way to solve this

 

 

Having compared both of your mods, the problem seems to be that you are both altering the same object effects and have conflicting effects and overlapping slot(effect numbers)

 

While my attempts to fix that with FNVEdit were unsuccessful. Fixing it still isn't that difficult. Just open the geck, have both .esps loaded but neither set to active so you can make a new .esp

Then simply edit the conflicting object effects so that they have the desired base effects from mod mods. Save your work as an esp and have it load after both your own mod and Power Armor scaling and that should be all.

 

Note I have no clue whether the author of Power Armour Scaling is okay with the assets from their mod being used like this. So if you want to release this publicly using my suggested fix, you may want to make sure they are okay with it. Just putting this out there for permissions/legality's sake and all that.

 

Will the solution require you to have the original authors mod and my mod before the esp patch in the load order, or for you to have them at least. If not I'd ideally want to avoid just taking his script and using it in my mod, but if there's nothing else that can really be done I might just ask him if he's fine with it.

 

Yes that's the point of having both mods loaded in the GECK(but with neither active), It ensures that both your mod and Power Armor scaling will be listed as masters(requirements). And yes you should also have this patch loaded after both mods.

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Yes that's the point of having both mods loaded in the GECK(but with neither active), It ensures that both your mod and Power Armor scaling will be listed as masters(requirements). And yes you should also have this patch loaded after both mods.

I tried this but it doesn't seem to want to list the mods as masters.

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In order to load multiple master (i.e. ESM) files into GECK at once, you need to edit the "GeckCustom.ini" file (from "GECK Extender") to add:

bAllowMultipleMasterLoads=1

GECK doesn't treat ESP files as masters. You can use FNVEdit to set the ESM flag in the header of the ESP (leaving the extension alone works in the game; don't recall about GECK), do your thing and save the resulting ESP, then use FNVEdit to remove the flag from the temporary master ESPs.

 

-Dubious-

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In order to load multiple master (i.e. ESM) files into GECK at once, you need to edit the "GeckCustom.ini" file (from "GECK Extender") to add:

bAllowMultipleMasterLoads=1

GECK doesn't treat ESP files as masters. You can use FNVEdit to set the ESM flag in the header of the ESP (leaving the extension alone works in the game; don't recall about GECK), do your thing and save the resulting ESP, then use FNVEdit to remove the flag from the temporary master ESPs.

 

-Dubious-

Thank you guys so much for the help! It works, but it doesn't seem to matter whether the esps for the original 2 mods are on or off in the load order (it wont launch if you don't have them in the data folder, which is what I wanted). Should you have the esp's on or off, or does it not matter?

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