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GenlyAi

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  1. A holiday tradition for many years now has been checking out games discounts. :)
  2. Sorry is this has been asked before and/or if the fix is easy. As a new modder with a single uploaded mod, I decided to move a user comment from 'posts' to the 'bugs' section of the mod. However, the post in question still remained in the 'posts' section, along side in the 'bugs section (duplicated). I was wondered if I could have it *only* in the 'bugs' section, and not in the 'posts' no more. ~ GenlyAi
  3. Ok, I figured it out by myself. For anyone curious, yes it's possible to just use Bashed Patch from Wrye Bash in these cases. But you have to add the Bash Tag {{BASH:Invent}} to the applicable mods. Then, they will show up in the 'Import Inventory' step when building/rebuilding the Bashed Patch, which in the end will contain correctly the merged NPC inventory. For example, both the mods 'Morrowind Imports' and 'Bal Ruhn SE' changes the inventory of the same seller NPC in Windhelm. In order for both of them changes to take effect, they must be included in the Bashed Patch as described. (But note that it's not a *plugin* merge between them, just their *inventories* merge, therefore their esp's still need to be 'ticked on' so the game can load the mods fully.)
  4. Hello, So, mods conflict with each other when they both change the same shop NPC inventory. So far, I have been making patches through SSEEdit, which works perfectly. But I wonder if there's an easy way to do that in Wrye Bash, when building the Bashed Patch. Is it possible? If so, do I need to change the mods keywords and/or include them in a specific step when building the bashed patch? Thanks!
  5. Can you change the default texture of a model (.nif), like by setting a path to a new texture file (.dds), using only the creation kit or do you have to use nifskope or something? Thank you!
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