IsharaMeradin Posted November 19, 2014 Share Posted November 19, 2014 This would have allowed for more compatibility with any other mod that might use the perk entry point on the smelter.Activation perk entry points only conflict if they both have "replace default" checked. Based on the description it sounds like this mod does not. That is different than what you explained to me when we had a discussion about perks vs scripts. It was a private conversation so I won't quote from it. But the gist of it was that if two or more activate perks were triggered the one with the lowest priority would be used. The others would not be used. Thus causing an incompatibility. Link to comment Share on other sites More sharing options...
lofgren Posted November 20, 2014 Share Posted November 20, 2014 The behavior you were looking for required replace default to be used. Without it you would get a message box with different options which you made very clear was an absolute dealbreaker. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 20, 2014 Share Posted November 20, 2014 The behavior you were looking for required replace default to be used. Without it you would get a message box with different options which you made very clear was an absolute dealbreaker.No. I didn't use the "replace default" option. I wanted to add something to the process but I didn't want the message box. I ticked "run immediately" instead. Works like a charm. No idea about compatibility. I assumed it would not be compatible because of what you had told me. If it allows my perk entry point to run along side someone else's that adds menu options, then that is great. Less concern about compatibility issues. Link to comment Share on other sites More sharing options...
StackEmHigh Posted November 20, 2014 Share Posted November 20, 2014 If a Custom Race (for instance, XRace) is using a "Proxy" for a Vanilla Race, then does it really matter if "XRaceVampire" or simply "XRace" instead is used to fill in the Morph Race Field of the Copied Data Section (when creating the Vampire Counterpart of said "XRace)? Or, if the XRaceVampire is also a morph of the same Vanilla Race, then does it really matter at all? I hope I am not being confusing, but if, for instance, NordRace is used for this Field when creating XRace, could I also fill this Field in with NordRace when making XRaceVampire (considering they both have the same Proxy). Thank you for any help you may offer and for your time. Link to comment Share on other sites More sharing options...
Revonlieke Posted November 20, 2014 Share Posted November 20, 2014 Starting out some simple modding atm. My question would be that if I create something in Tamriel celllspace and save my active mod, does it only save the changes I've made to my mod or..?It seems very confusing to work with the skyrim and update files. If I edit for example the Guardian Stones area and save, does it save the whole area, or the whole Tamriel cellspace, the guardian stone cell or what?Sure, if the the mod is deactivated my mods don't show but I "feel" like I have 2 tamriel cell spaces rendering in the game when it's active. :DI know this is a very simple question i'd propably get aswered faster by studying more. Link to comment Share on other sites More sharing options...
Terra Nova Posted November 20, 2014 Share Posted November 20, 2014 (edited) Starting out some simple modding atm. My question would be that if I create something in Tamriel celllspace and save my active mod, does it only save the changes I've made to my mod or..?It seems very confusing to work with the skyrim and update files. If I edit for example the Guardian Stones area and save, does it save the whole area, or the whole Tamriel cellspace, the guardian stone cell or what? Sure, if the the mod is deactivated my mods don't show but I "feel" like I have 2 tamriel cell spaces rendering in the game when it's active. :DI know this is a very simple question i'd propably get aswered faster by studying more. When you say Tamriel Cellspace, I think you mean the Tamriel Worldspace. You don't want to mess with the worldspace for obvious reasons, but editing the CELLS are generally safe. The cell containing the guardian stones will be flagged as edited, and THAT cell will be saved. It's only an issue if references within those cells occupy the same space(position) as another reference in another mod that edited the same cell. Cells are flagged as edited from any action committed to that cell involving a reference. Even if all you do is assign a reference from a cell to an alias. That cell containing the reference will be flagged as edited. And those changes will apply in game to anyone with your mod loaded. Edited November 20, 2014 by Terra Nova Link to comment Share on other sites More sharing options...
Revonlieke Posted November 20, 2014 Share Posted November 20, 2014 (edited) When you say Tamriel Cellspace, I think you mean the Tamriel Worldspace. You don't want to mess with the worldspace for obvious reasons, but editing the CELLS are generally safe. The cell containing the guardian stones will be flagged as edited, and THAT cell will be saved. It's only an issue if references within those cells occupy the same space(position) as another reference in another mod that edited the same cell. Cells are flagged as edited from any action committed to that cell involving a reference. Even if all you do is assign a reference from a cell to an alias. That cell containing the reference will be flagged as edited. And those changes will apply in game to anyone with your mod loaded. Yeah worldspace.. So we can forget that . But yeah it's the cells I'm editing, but I'm only wondering how it works overall. For example if I was to add a house to Riverwood cell does my mod hold all of riverwood or only the house i've added e.g the edits I've done? Because if it loads the whole cell, wouldn't it make more sense to copy a cell and after you've done your edits, remove all the stuff it originally contained and only leave your edits? Because doesn't the base-game (skyrim and update .esm files include those? Or would I then be deleting things from the Skyrim original files? E.g if my mod comes last in load order and replaces stuff, would my guardian Stones cell just a void of empty space if I had deleted everything from it exept my edits? Edited November 20, 2014 by SebastianJSL Link to comment Share on other sites More sharing options...
StackEmHigh Posted November 20, 2014 Share Posted November 20, 2014 (edited) I am wanting to make sure without any doubt that my first Tutorial is completely sound and am wondering if anyone would be so kind as to volunteer to proof read it for me. It has already been uploaded to the Nexus, but I would like to revise it one last time before I begin a second draft of a sequel (which I would be quite happy to have proof read as well). Is there anyone? http://www.nexusmods.com/skyrim/mods/59220/ Edited November 20, 2014 by StackEmHigh Link to comment Share on other sites More sharing options...
ClumzySurgeon Posted November 21, 2014 Share Posted November 21, 2014 Hello, I'm very inexperienced with modding and I was looking for advice. How do I change where the grip points(?) on a weapon are? To be more specific, I made a tiny tweak to the steel greatsword so that it uses the two-handed axe moveset, in hopes that the character would place one hand on the normal grip and another on the smaller upper grip. But instead, they put one hand on the main grip and the other floats off of the handle, below it. Any simple way to fix this? Thanks Link to comment Share on other sites More sharing options...
lofgren Posted November 21, 2014 Share Posted November 21, 2014 The behavior you were looking for required replace default to be used. Without it you would get a message box with different options which you made very clear was an absolute dealbreaker.No. I didn't use the "replace default" option. I wanted to add something to the process but I didn't want the message box. I ticked "run immediately" instead. Works like a charm. No idea about compatibility. I assumed it would not be compatible because of what you had told me. If it allows my perk entry point to run along side someone else's that adds menu options, then that is great. Less concern about compatibility issues.To be honest I haven't really tested that combination. Link to comment Share on other sites More sharing options...
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