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ClefJ's Winterhold mod issues


Indio21

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Hello, upon installing ClefJ's Morthal and Winterhold I have conflicts in vortex between them and their corresponding patch hubs. To clarify, I mean files from Morthal conflict wtih Winterhold and same with the patch hubs. Not just which loads first between the mod and its patch hub. I have no idea why that is happening with the cities so far apart.

Also, using the Alternate Start - Live Another Life mod, to start in Winterhold, I am standing in the main room area, not a bedroom like I seen with other inns to start at, and a fire is floating in front of the exterior door to Winterhold. The fire in the room center is still there, this is an extra or something I think.

Does anyone know if a patch exists between ClefJ's Winterhold and ASLAL? I "think" that may the problem, but am not sure. One is not available in its the patch hub. I should also note, I have no other mods for either of these cities or mods for their areas. I just starting building this LO. Thanks

https://www.nexusmods.com/skyrimspecialedition/mods/41409?tab=description&BH=2

https://www.nexusmods.com/skyrimspecialedition/mods/49546

Edited by Indio21
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There are some mods made by an author that will conflict between each other, usually the advice is to just pick one, as the author simply reused some resources.  WRT ASLAL and the Winterhold mod, use SSEEdit, load up the two mods, and check for conflicts (once you get pick the conflict winners and deploy).

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47 minutes ago, 7531Leonidas said:

 load up the two mods, and check for conflicts

In CK? It's been awhile since I started to learn to mod. Thank you!

Edited by Indio21
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On 2/4/2024 at 2:56 AM, 7531Leonidas said:

Use SSEEdit ( https://www.nexusmods.com/skyrimspecialedition/mods/164 ).  Not too hard to get started, checking for conflicts and the like, but a lot to learn WRT conflict resolution/patching conflicts.  FYI - most conflicts in height maps and water flow do not crash games, but can make for some interesting visual artifacts.

Thank you, I am trying to figure it out for conflict resolution, but most videos just show making a patch. Still looking for more info on how to use it for CR.

 

I also get increased GPU and VRAM in those ClefJ's cities? In Karthwasten I'm about pegging 100%, but in all reality I'm not sure if that is bad or if the GC can take running at those percentages for long periods. On top of the performance hit compared to non-ClefJ's ,in Karthwasten, there is what looks like the corner of something sticking out in the main path in town at the intersection for the mine path. One the back side of the what I believe is the Jarl's home it looks like wood from another building or  something.

I tried to use sseedit to see what is conflicting etc, but not getting much, provided I am doing it correctly. I thought I'd reduce the textures down in CAO, but there is no texture files in Clef's Karthwasten. I'm not sure of the status of Half Moon Mill, Winterhold, Markarth, or Dawnguard of ClefJ's. Here is the link to Karthwasten https://www.nexusmods.com/skyrimspecialedition/mods/30947

Would anyone know what is happening with these city/town mods, and if so, what do I need to do as not to take the performance hit. Thank you

EDIT: I forgot to mention I have no other city overhauls. Just those and CRF. I thought it might be CRF, but disabled the mod and not seeing anything in the center of the path. On the back side of the buildings that are there for CRF don't quite look the same as what's in ClefJ's mod.

Edited by Indio21
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Making a patch often involves finding and resolving conflicts between mods, and you choosing which entries will 'win' by placing them properly in either an override .esp you make, or editing/drag n drop information to the mod that needs changes to work.  While many conflicts can be corrected by adjusting LO, many others cannot, and you sort of have to 'mix and match' by way of the drag n drop, or 'Copy as override into' SSEEdit.  Make sure to give the new override .esp a name that will differentiate it as one made by you, so you can adjust/remove it when you update your LO in the future.  Maybe even keep some kind of log with the names and which mods/edits were involved.

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16 minutes ago, 7531Leonidas said:

Making a patch often involves finding and resolving conflicts between mods, and you choosing which entries will 'win' by placing them properly in either an override .esp you make, or editing/drag n drop information to the mod that needs changes to work.  While many conflicts can be corrected by adjusting LO, many others cannot, and you sort of have to 'mix and match' by way of the drag n drop, or 'Copy as override into' SSEEdit.  Make sure to give the new override .esp a name that will differentiate it as one made by you, so you can adjust/remove it when you update your LO in the future.  Maybe even keep some kind of log with the names and which mods/edits were involved.

That is exactly what the videos I found covered, thank you. Problem is, like here, that's where they start, at the conflict. They don't tell me how they used sseedit to find the conflict. They start the video and they already know, saying  basically, "see this mod comes last so that is why xxxxx is not working. We create blah blah,, name it, and drag the winner required to it." Then it ends,  I assume when closing the program it makes it. Meaning no create or save link. The videos don't show in the ones I found. I thought gamerpoets used to have those videos but not finding them there. He was always my go-to!

Anyone know CK they can look at the ClefJ's Karthwasten mod? I'm wondering if something didn't get deleted or pushed down far enough.  Thanks

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Load your entire LO into SSEEdit, once it completes, then look at the list of modules on the left.  Right-click on any of them, and you will get a context menu, one of which is 'Filter for Conflicts', or similar.  Then, unless you have a fairly strong CPU, and a lot of RAM, go get a snack, and come back.  It takes about 35 sec to load all of my mods, and 3-1/2 minutes to filter on my comp w/an AMD Ryzen 3800X, and 64G ram (I have almost 1500 plugins-fewer mods, less time).  You should be greeted by a much-reduced listing of mods, in various colors.  Use some of the videos/background info to find out what each color means, and click on the mod plugin that you are having trouble with.  Just poke around, expand the information,and look at stuff as you go, looking for information printed in red in your problem mod.  That is stuff that has been overwritten/superseded by other mods farther down the list.  When you click on one specific overwritten blurb, then the right window will show all of the plugins that alter/are altered by your problem mod, the rightmost one being the ultimate 'winner'.

SSEEditshot.thumb.png.c78b54734a3f661fee39837a13df8cfa.pngSSEEditconflictresolution.thumb.png.26e67a9d895efad52eff035770a7f3d7.png

The top image shows me looking at a specific trader chest in Trade and Barter.  I am moving some records from Zim's Improved Dremora to be included in an overwrite patch I made a long time ago.  The second image focuses on what it looks like after and before a move the three green records have been dragged to the override, while the four below haven't been moved yet.  Don't be overwhelmed by all the information, start with something with only a couple of problems, and move them.  Since SSEEdit will give you an option to save your changes EITHER when you exit, OR after a certain amount of time, if you think you made a mistake, just exit, and uncheck the mod(s) in which you thought you made an error, save the rest.

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