Zenez Posted August 15, 2010 Share Posted August 15, 2010 Ok, today, I made my first real (that is not involving ridiculously overpowered spells and enchantments) mod today, I intended it to be another esp that would overload the original 'PrivateQuarters' esp's data files, so I didn't select an active file.I added a new room, spent hours making it up to the standard of the other, saved it as 'PrivateQuartersAddon.esp' then loaded up Oblivion and the mod did not overwrite, I was just left with the ordinary room. I thought of merging the patches, thinking it would overwrite the old files, and made a merged patch with tes4 Gecko, which literally merged the two, leaving the first room a convoluted amalgamation of the small edits I had made.What I think I need is something like Oblivion File Merger, but can go on the basis of individual objects, so I can select the newer cell, magic and script objects. I get the feeling TES4Edit has the capacity, but I really have no idea how to go about that.Of course I may be thinking completely wrong.What should I do? tl;dr: How do you merge on the basis of individual objects? Link to comment Share on other sites More sharing options...
Zenez Posted August 16, 2010 Author Share Posted August 16, 2010 Selfish bump. Link to comment Share on other sites More sharing options...
David Brasher Posted August 17, 2010 Share Posted August 17, 2010 I am not sure I understand your situation. It sounds as if you are trying to make a mastered patch dependent on another mod. It sounds like the room is in a mod rather than vanilla Oblivion. By the term "overload" I assume you mean "override?" If you have modding rights to the mod, you could do a manual merge in the CS and delete the old cell and add in your new cell and connect the doors to it. If you do not have modding rights to the mod and are making a mastered patch, you will need Wrye Bash. This is very complicated and one false move will ruin your mod so that it is trash to be deleted. Make lots of backups in case this happens. Use Wrye Bash to esmify the original mod which you are patching. It must always be this way while modding. You must espify the original mod every time you play-test or do recreational gaming, or the game will be messed up and you could ruin savegames. You will find yourself constantly esmifying and espifying if you go this route. You must always have an active file or you are wasting your time. You are not actually editing anything if there is no active file. You can only do recon that way. In TES4Gecko did you utilize priority numbers? You could put the original mod as "2" and the patch you are merging in as "1." That might get you a different result. Link to comment Share on other sites More sharing options...
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