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modding mods?


Thephedora

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So the question: Is there a way to make animation packs work together in oblivion?

 

an example would be... Midas magic and the pose package of your choice. When OMM runs a conflict detector, They're both red saying that they both write over the same files in the Oblivion.esm

 

I know there's a way to edit it where they can co-exist, but I can't for the life of me remember or find it on the forums.

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The conflict detector in OBMM is slightly primitive. Use TES4Edit, some mods have editorID that are in no way edited but are copied over to the new mod from OBlivion.esm. Likely, the files being written by the examples above are placement edits (a new container in cell X, where cell X is already edited to have another container from another mod). If a mod seems to have a lot of Green in it (TES4Edit) then try "cleaning" it: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit.
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The conflict detector in OBMM is slightly primitive. Use TES4Edit, some mods have editorID that are in no way edited but are copied over to the new mod from OBlivion.esm. Likely, the files being written by the examples above are placement edits (a new container in cell X, where cell X is already edited to have another container from another mod). If a mod seems to have a lot of Green in it (TES4Edit) then try "cleaning" it: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit.

 

I'll admit, it is primitive but it does get the job done. As for using TES4Edit, the link you gave shows to me with a

 

"There is currently no text in this page. You can search for this page title in other pages, or search the related logs."

and how do you mean "cleaning" it? do you happen to have a different tutorial I might be able to disassemble to clean and edit the IDs?

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The conflict detector in OBMM is slightly primitive. Use TES4Edit, some mods have editorID that are in no way edited but are copied over to the new mod from OBlivion.esm. Likely, the files being written by the examples above are placement edits (a new container in cell X, where cell X is already edited to have another container from another mod). If a mod seems to have a lot of Green in it (TES4Edit) then try "cleaning" it: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit.

 

I'll admit, it is primitive but it does get the job done. As for using TES4Edit, the link you gave shows to me with a

 

"There is currently no text in this page. You can search for this page title in other pages, or search the related logs."

and how do you mean "cleaning" it? do you happen to have a different tutorial I might be able to disassemble to clean and edit the IDs?

 

TES4Edit Cleaning Guide

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