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Reference Conflict?


AntoniusMaximus

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Hi Folks,

 

I'm trying to design a modular hair mod, where users can choose which hairstyles they want added to their game. Not everyone wants all of Saram's or Yoshi's hairstyles in their game (for different reasons). So, I split the styles and gave each one its own ESP file.

 

It works fine when only one ESP is loaded, but when I load all of them, only the last hairstyle ESP to load is visible in showracemenu. The same happens in G.E.C.K. - when I load all the hairstyle ESPs there, only the last one is available to the different races, all the others have gone.

 

I'm not sure if I am being clear about this. Is there a reference conflict? Is there some sort of unique ID that I have to give each hairstyle? They all have different EditorIDs, so I am a bit stumped here.

 

Anybody knows a way around this?

 

Cheers,

 

AntoniusMaximus.

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They always do. If you have several plugins that modify same area, they will conflict eventually.(And that's why users are complaining about having multiple hair/eye addons, none of them working. Usually, the last one loaded will override all.) One solution is, make one library of custom hairs and eyes, then make it .esm. You can make several plugins that are dependent on the master file.
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That's rather sad.

 

I don't really like the concept of "Hair Packs", as it adds a ton of unrealistic/non-immersive hairstyles on top of the good ones. Not to mention that I tend to favour mods that are seamless (name it something like "Pretty Patty" instead of "hair05", damn it) - hence my initiative to create separate ESPs for each hairstyle, with naming conventions and an immersive feel to them.

 

Is this a limitation of the engine with no workaround? Is the ESM file the only possible way I can try this out?

 

In advance, thanks to the community for their input.

 

AntoniusMaximus.

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That's rather sad.

 

I don't really like the concept of "Hair Packs", as it adds a ton of unrealistic/non-immersive hairstyles on top of the good ones. Not to mention that I tend to favour mods that are seamless (name it something like "Pretty Patty" instead of "hair05", damn it) - hence my initiative to create separate ESPs for each hairstyle, with naming conventions and an immersive feel to them.

 

Is this a limitation of the engine with no workaround? Is the ESM file the only possible way I can try this out?

 

In advance, thanks to the community for their input.

 

AntoniusMaximus.

 

Sadly, I don't think there's other way. It's somewhat like adding tons of RGSS script to RPG Maker XP or RPG Maker VX project. If you add several scripts that edit/overwrite same module/class/method(without aliasing in Ruby language way), only the last one will work, or added script will conflict each other, renders the project unusable, crashes immediately. Well, at least for Oblivion/Fallout 3 modding, we can make master file for custom contents, then make plugin to distribute them throughout the game world.

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In oblivion, we had wrye bash to do the dirty work of gluing all the hairs and eyes. In fallout, we do not have (yet) such utility.

latest mod loaded that changes hairs will have the last word, Latest mod that adds eyes will have the last word.

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