SMB92 Posted October 22, 2015 Share Posted October 22, 2015 Nope they are all normal for those mods. Problems must lie in conflicts and game optimization. Unless there is something wrong with your computer that we dont know about but thats probably a long shot. Link to comment Share on other sites More sharing options...
daniel44 Posted October 22, 2015 Author Share Posted October 22, 2015 Nope they are all normal for those mods. Problems must lie in conflicts and game optimization. Unless there is something wrong with your computer that we dont know about but thats probably a long shot.Alright I see, I think I will remove open cities and combat dragon overhaul. What is the best way to detect conflicts? Do you think I should change something with ssme or ENBoost? Btw you don't know how grateful I am for your support! :laugh: Link to comment Share on other sites More sharing options...
SMB92 Posted October 22, 2015 Share Posted October 22, 2015 Best way to detect conflicts is to look at them first hand in tesvedit with a filter applied. But underatanding them and reading the data is up to you to get the hang of. At first it looks daunting because it lights up so many red and orange colors, but truly most of this can be ignored. Like for example you bring up a record for a Cell in tesvedit. It is highlighted red or orange on the right depending if it is the winner or loser (providing its a conflicted record). On the right, once youve clicked on the record of course, you see some tables with a say a few mods that touch this cell. Say one mid is an armor mod and adds a container to that cell. Say another adds some spawning bandit. And another is a lighting mod. The last mod always wins. In the case of the container and bandit spawn, this is not the conflict, they should appear as intended. However if the armor and container mod load after the lighting mod it may be cancelling out the lighting mod effects because those former mods contain the vanilla settings for the cell. In any case if the data is not getting through, you can resolve the conflict by right clicking on the record and selecting "copy as override into" then selecting new file, this will be your own patch. Then you just drag the sections that need to be seen by the game to that patch you made (which wll now show up in that tables on the right), and this if done right will tell the game to load all them things. It will make much more sense once you start using it yourself, its quite easy. Just dont edit/patch anything you really really cant understand, like navmesh. If you see something like that then its probably best to post a screenie here, and then once youvr received good advice on that youll get the hang of it eventually. Usually you spend muxh of your time patching "lists". As in dragging over all the new things from mods that add to say leveled lists, to your custom patch so the game sees it all. This example here, this is what Wrye Bash does mostly when you create a bashed patch, if yiu have heard of that. Tesvedit can also make this merged patch. They dont really iron anything else other than the simple list stuff, but they make a good starting point. Just dont use this patch to copy your own edits into, because if you ever regenerate it youve lost all your work. Hence you always keep your custom patch, as a final master overriding patch. Link to comment Share on other sites More sharing options...
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