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MTichenor

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About MTichenor

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    IndigoNeko#6829
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    United States
  • Favourite Game
    The Elder Scrolls V: Skyrim

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  1. *pokes* How goes?
    1. MTichenor

      MTichenor

      Sorry, I never even saw this. :(

       

      I'm doing mostly fine. Suffered a neck injury that's left me pretty much unable to do anything active. I'm on the way to recovery now, and hope I'll be fully recovered by Christmas...since that's when the Virtuix Omni that I preordered arrives. I'm hoping to get either an HTC Vive or an Oculus Rift...or both. I'm very much looking forward to replaying Skyrim once again, but in full VR. :)

    2. Oubliette

      Oubliette

      Heh. No worries, I don't think anyone actually makes it a point to check their profile feeds often. Just wanted to see how you were since I've not seen you around a bit, glad you're recovering well with some pretty awesome plans coming up :D
  2. Would it be possible to make it so that the static images urls don't change? In my mod descriptionsI link to images that are uploaded with the mods, and the urls seem to be frequently changing recently, which breaks the mod descriptions.
  3. No. Theoretically it's possible, but it's impractical since you'd have to fix every single record that referenced a script.
  4. This can be used to merge both a mod and other mods that depend on it. However, you should only do this with mods that you wrote to begin with, otherwise it's a violation of the nexus TnC.
  5. Huh. I'm not sure what you mean by the headers not loading...If something doesn't load in TES5Edit, that's usually indicative of a corrupted .esp file.
  6. Hmm. I don't know the details about all the problems you last few posters have been having, but it seems like it's mostly problems with merging ESMs. All I can say is that you can use TES5Edit to change literally everything in an ESP or ESM file, from texture names and file paths to the more mundane things like weights and gold values. What I typically do after a merge is to compare the new records with the previous records, since it'll show them all side-by-side. You can even use a filter in TES5Edit to make it only show records with conflicts.
  7. @wasimk1 Realistic Needs and Diseases uses scripts. So does drinking fountains of skyrim. You'll probably have problems trying to merge them. @ebony_ivory I honestly don't know...I've never used the auto sorting stuff you're talking about. If it uses scripts, you may need to go fill in the script properties for any forms that have attached scripts.
  8. @AirostheTiger The reason for changing the FormIDs is to prevent conflicts during the merge process. If you have items with the same FormID being copied into a mod, the results are undefined. It will probably renumber the FormIDs automatically during the merge, but I wouldn't want to rely on that.
  9. Simply copy them into your new file in the same order they're listed in your load order, with the one lowest in your load order copied last. It should work fine. However, when merging mods with assets, your primary problem will be archived data. Skyrim will automatically load a BSA that has the same name as an active ESP file. It will also load BSAs that are listed in the Skyrim.ini file in the [Archive] section with the sResourceArchiveList or sResourceArchiveList2 variables. You'll need to either add the BSA archives for those mods to your resource lists, or extract the BSA contents as loose files in order to get them to load properly.
  10. @Mookeylama You should be able to uncheck the ESPs and delete them, yes. Provided everything worked correctly in the merge process. @AlberichMXHonestly, I couldn't tell you. I haven't tried that before. I believe that when a mod entry is copied into the new mod over-writes the previous entry if there is one.
  11. I'm not sure if you've damage the mods...You can always use NMM to uninstall and reinstall them to get them back to their default state. This method works best on multiple clothing and armor mods, since they usually don't have scripts. I know for a fact that this won't work on MoMod or SkyTEST, since they have scripts that break when you merge them...I've tried.
  12. The merged patch function simply merges leveled lists together. If you go into TES5Edit and use Create Merged Patch, and check out the newly created mod, you'll see that it usually contains only Leveled Item entries. More importantly, it doesn't merge the ones you've selected; it merges all the leveled item changes in all the mods you have loaded with TES5Edit. This topic is about merging entire mods, complete with: weapons, armor, items, npcs, cell edits, potions, actor value info, recipes, container edits, combat styles, encounter zones, imagespaces, enchantments perk changes, quests, races, and more.
  13. If you're certain there are no duplicate FormIDs then there shouldn't be a problem. If you copied an ESP with script data, I'd recommend opening up your merged mod in the Creation Kit and checking that form's script properties just in case. I found that in many cases it would only appear that the script information had been successfully copied, but inspecting in the creation kit showed that all the properties had been filled with "None". I think this may be because TES5Edit doesn't change the FormID information in the Virtual Machine entry, so it's trying to load a FormID that no longer exists.
  14. Good question. One really easy way to tell if it does if if there's a "scripts" folder that comes along with the mod. However, that only tells you that it does have scripts. There's no easy way to tell if a script doesn't have scripts, except to go through every single form in a given mod using TES5Edit and check if any of those forms has a Virtual Machine entry (that's what it calls a script entry).
  15. As long as the mod that you're copying stuff INTO is the one with the scripts, it'll work fine...Just don't try to change the FormIDs of the mod you're copying stuff into. And if you DO need to copy another scripted mod's data into a new mod, you can even go and fill in the script property values again via the Creation Kit, provided you know what those values are supposed to be, or if the script properties are named based on EditorIDs of the stuff they're intended to be using.
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