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Posted

I wanted to rename items in mods using TES5Edit, so I loaded the mod I wanted to alter, found the item I wanted to rename and, on the right screen (where you see all the plugins that alter the item, if there are any conflicts and who wins the conflicts) I simply right-clicked the "FULL Name" field > edit, and renamed the items like I wanted, as well as changed some recipes and crafting amounts. It seemed to be working fine for most of them, but then there was a problem.



When I renamed some foods that were added or changed by Hunterborn and Realistic Needs and diseases, two (sometimes three) recipes for the same food were showing on the cooking menu, all with different ingredients. These recipes were not there before I renamed the foods. The names were correctly changed as I intended.


Alternatively, when I tried to change the names of weapons in Immersive Weapons, the new names I typed were not showing in-game.


What could be causing these problems? Could it be a problem with the plugins I selected for editing on TES5Edit? I wonder if maybe I didn't select all of the relevant ones... Should I have changed the FULL Name on all of the plugins? Because I only changed on the conflict winners.


Anyway, what is the right procedure to change an item's name?


Any help would be appreciated.


Posted

Load the mods in TES5Edit.

Locate a record in question.

Note the conflict winner.

Locate the record in question under the conflict winner on the left hand side

Right click and choose to copy as override into a new plugin

Change the name to what you want

Repeat for other records but continue to add to the same plugin

 

After that, edit the SNAM record of your plugin and add {{BASH:Names}}

This addition tells Wrye Bash to carry your plugin's name changes into the bashed patch otherwise mods like the USKP (which also use the Names tag) can override your name changes despite your plugin loading after theirs.

 

Otherwise, load the mod(s) in the Creation Kit and change the name there. You'll still need to add the Names tag for WB in the description field of the plugin.

 

Both should give the same result, however the CK might make additional undesired changes. Of course TES5Edit can do that too if you aren't paying attention to what you are doing.....

Posted

Hm... It's not working. When I look at the plugins override relation, my new renaming one shows as "overriding without conflict" and the new item's name is shown in grey. Shouldn't it be orange, considering that it should be the conflict winner?

 

Also, are you sure about that tag ( {{BASH:Names}} )? Is it really supposed to be on the SNAM record of my plugin?

 

I don't know what I did wrong, but I even tried to apply the same changes (name only) to the crafting and tempering recipes.

Posted

 

 

Also, are you sure about that tag ( {{BASH:Names}} )? Is it really supposed to be on the SNAM record of my plugin?

That is the record that it shows up on when loading the USKP in TES5Edit.

 

Personally, I would apply the bash tag in the description field in the CK. (The description field that shows when you highlight the plugin before setting it active.)

 

 

 

Hm... It's not working. When I look at the plugins override relation, my new renaming one shows as "overriding without conflict" and the new item's name is shown in grey. Shouldn't it be orange, considering that it should be the conflict winner?

If it is grey then you've created a new record rather than overwriting an existing record. This could explain how you are getting multiple instances of recipes and such.

Posted (edited)
If it is grey then you've created a new record rather than overwriting an existing record. This could explain how you are getting multiple instances of recipes and such.

 

 

 

It should be green then, right?

 

Also, I assume that when I rebuild the bashed patch, the item I just renamed should appear on the report we get after the rebuild, correct?

 

 

 

Personally, I would apply the bash tag in the description field in the CK. (The description field that shows when you highlight the plugin before setting it active.)

 

Does it matter if there are other things written in the description besides the bash tag?

Edited by Avastgard
Posted

Probably green, yes.

 

Don't think the item itself shows in the bashed patch report. Just a list of which mods had names carried forward.

 

Does not matter if there is other stuff. Many mods that have bash tags also have descriptive text before the tag listing.

Posted

Tried again, the name showed green, but when trying to craft it on a forge, the item still showed the old name... Beats me.

 

Could it have anything to do with the fact that I had in my inventory a 'copy' of the same item which I have successfully changed in the past?

  • 2 weeks later...
Posted (edited)

 

After that, edit the SNAM record of your plugin and add {{BASH:Names}}

This addition tells Wrye Bash to carry your plugin's name changes into the bashed patch otherwise mods like the USKP (which also use the Names tag) can override your name changes despite your plugin loading after theirs.

Are there any similar tags to prevent other values (like weapon damage, armor rating, etc.) from being overwritten by other mods?

Edited by Avastgard
Posted

 

 

After that, edit the SNAM record of your plugin and add {{BASH:Names}}

This addition tells Wrye Bash to carry your plugin's name changes into the bashed patch otherwise mods like the USKP (which also use the Names tag) can override your name changes despite your plugin loading after theirs.

Are there any similar tags to prevent other values (like weapon damage, armor rating, etc.) from being overwritten by other mods?

 

I do not know.

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