chaospearl Posted July 20, 2010 Share Posted July 20, 2010 I use two mods that don't play nicely with each other. Specifically, they both try to add buildings\structures in the same place. I'd like to create a patch so that the two can be used together, but it's been a few months since my last serious venture into the CS so I could use a bit of a refresher. I THINK that what I need to do is open the CS, open both the esp files that add conflicting buildings, move the buildings somewhere more suitable, and save my work as a new esp. That's basically it, yes? My question mainly concerns whether or not this method is going to end up with a patch that's dependent on both the esp files that were open when I created it. That could be an issue because one of the mods in question is Better Cities, and people who use that mod don't always use the same esp files. So if I make a patch that's dependent on, for example, the Better Cities Full esp, then the patch won't work for people who are using BC Chorrol.esp (Chorrol is the city where the conflicts are). I'd like to avoid that by doing it right from the start. Any advice? If a non-dependent patch is too difficult to create, then I'll just suck it up and make myself a personal patch to fix my own game, and never release it. But I know I'm not the only person who wants to use these two mods together, and I figure if I go to the bother of patching the incompatibilities, it'd be nice if I could share it. Link to comment Share on other sites More sharing options...
Shadowfen Posted July 21, 2010 Share Posted July 21, 2010 I use two mods that don't play nicely with each other. Specifically, they both try to add buildings\structures in the same place. I'd like to create a patch so that the two can be used together, but it's been a few months since my last serious venture into the CS so I could use a bit of a refresher. I THINK that what I need to do is open the CS, open both the esp files that add conflicting buildings, move the buildings somewhere more suitable, and save my work as a new esp. That's basically it, yes? My question mainly concerns whether or not this method is going to end up with a patch that's dependent on both the esp files that were open when I created it. That could be an issue because one of the mods in question is Better Cities, and people who use that mod don't always use the same esp files. So if I make a patch that's dependent on, for example, the Better Cities Full esp, then the patch won't work for people who are using BC Chorrol.esp (Chorrol is the city where the conflicts are). I'd like to avoid that by doing it right from the start. Any advice? If a non-dependent patch is too difficult to create, then I'll just suck it up and make myself a personal patch to fix my own game, and never release it. But I know I'm not the only person who wants to use these two mods together, and I figure if I go to the bother of patching the incompatibilities, it'd be nice if I could share it. As long as you change only the items for the active file, you should be okay. By that I mean if (for instance) you have the Black Market file as active then you have to be sure you only move the things/buildings that were added by the Black Market mod. I would check my work with TES4Edit afterwards to make sure that I only have 00 and 01 formids in the changed mod. Link to comment Share on other sites More sharing options...
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