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How to make a mod override another mod?


00m9

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I did load order, it didnt work. It nulled out each other. When I deactivated the other mod, the activated mod work again. I noticed it from conflict detector that it says "override oblivion.esm" so is there a way to override a mod?
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How about posting a mod load order? In OBMM on the right side of the window click Import/Export, then View Load Order. Save the resulting file with a text editor like WordPad and post it here in a codebox if it's a long list.

 

If you have say, two mods and they do similar things therefore they conflict, why do you keep both? For example two mods that may affect guards and their routines. Only one of these will have priority. Some changes may work, but the last mod loaded will be the one that gets to work as intended. You need to decide what changes you want in your game.

 

Mod conflicts are not always problems. It usually means that a mod is affecting the same space as another or changing something in that space or the Oblivion ESM. Most times it can be ignored or solved by changing the load order.

Another example - one mod may affect a land space and another edits that area as well. Either check for patches, adjust your load order or remove one of the mods. If you remove a mod you should also remove any files that came with it - meshes and textures etc as well as the esp otherwise files left behind can sometimes cause issues.

 

Always, read the Readme from top to bottom (if there is one). I can't stress that enough. :yes:

I personally don't download mods with vague descriptions or two lines that say nothing about what the mod will do to my game, unless it's a known author or a resource mod. If someone has the time to create a mod they also have time to make a proper info file IMO.

Anyone who has seen the my mod Readme's knows that it's like a long essay covering every possible thing I can think of to try to avoid problems for people. But, they still don't read them. :rolleyes:

 

So many issues arise because people don't check the documentation before searching for solutions to problems that may already be covered.

 

In the early days of modding people used to panic over the idea of conflicts. Now it's understood, for the most part, that they are not actual conflicts or problems.

 

Read this article from the CS Wiki to understand exactly what conflicts mean.

http://cs.elderscrolls.com/constwiki/index...onflict_Reports

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Every mod overrides something - it's what makes mods mods (Modifications). If they did not make changes to the vanilla Oblivion.esm, then that is all you would have.

 

Another misunderstanding is that mods do not actually change anything in the copy of Oblivion.esm that is on your hard drive. Each and every time you start the game, Oblivion.esm loads first - this is the exact same Oblivion.esm that was installed when you first installed the game (Plus any changes put in by the Official patch or Shivering Isles). Then each mod makes changes or adds things to the game temporarily - only for as long as you are playing the game. When you save and quit, The Oblivion.esm, and every mod on your hard drive remains unchanged by the game. The only thing that is changed on your hard drive is another save game is added. The Oblivion.esm on your hard drive is never permanently changed by mods.

 

Most of the time, a reinstall is not needed to fix even the most messed up game. Just remove everything that is not part of the original install.

 

As Maigrets said, any 'conflicts' listed by OBMM are just showing you what will be changed when the game is started with that particular load order. Most of these changes have no effect on the game itself. (Beyond changing what they were intended to change)

 

The only time a mod will not show as conflicting is if it only adds new things to the game and does not modify anything that already exists in the game - either from the vanilla Oblivion.esm and .bsa files, or something in another mod.

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:D thanks guys for the long explaination. It did not help much sadly :(. I have XEO mod and it conflict with other race mod. I like to use the other race mod to override XEO which only nulls it out. It completely use different set of files (i think). Thanks, that is why im looking for override. Besides, if anyone find out, it would make modding completely more convinient.
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tes4edit offers a function to automaticly list conflicts between your mods and gives you the proper tools to edit them as you like. you can create and customize a merged patch by letting certain mod entries (like scripts etc.) override each other to your liking. unfortunately my english is not good enough to elaborate on that issue, so you'll have to look for instructions on nexus or consult google. i've learnt the basics playing fallout 3 and since both games are based on similar programming, the how to's provided in this manual will apply to oblivion as well: http://www.fallout3nexus.com/downloads/file.php?id=8629

 

for example: i've installed cute elves race and vampire overhaul. tes4edit shows me, that the overhaul overrides vampire eyes from elves race, making them black ingame. i drag the entry from elves race into the merged patch, overriding the overhauls entry because a merged patch always loads last in the load order. that way i get cute elves eyes without disabling the other functions introduced by the overhaul. unfortunately it's not always that simple, you'll have to figure out which entries will have a desired effect without messing up your game.

 

you can also let the program automaticly create a merged patch. try this first and see what happens (don't forget to use boss before creating a merged patch).

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Ah, a race mod. Race mods are a bit different than most other mods due to how the game treats a race modification.

 

For example (IIRC), if you modify the default Imperial race in any way...such as changing a single stat or giving them different hair choices, any other mod that modifies the same race (default Imperial in the case) will completely overwrite the race even if one mod just changes stats and the other just changes the hair. This has been a source of contention since the initial release of the game and why you see large race modification packages such as Beautiful People and why they are "incompatible" with every other "beauty" mod that modifies the default races.

 

Now, if a new race is added, this is not a problem...it is typically a problem when the default races are modified.

 

If you were to add a weapon on a desk in a room and a different mod added silverware to the same table in the same room, they would simply load together since rooms are treated differently and "merge" items together in the game so multiple mods can add multiple objects in the same room. If the game engine treated the rooms the same way they treat races, only one mod would be able to modify that room. If however two mods tried to modify the same existing table in the room, the last mod loaded will "win" and apply its modification. In OBMM, you would see major conflicts between race mods but only minor conflicts between mods that edit the same cell (room)...you will have to determine if there is an actual conflict or not.

 

I hope this clarifies the issue...however, I have never used any of the existing tools to "merge" multiple mods together that affect the same race so I have no suggestions there.

 

LHammonds

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