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How to say to Wrye Bash to include a specific mod


Eferas

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I learned how to use SMP, an amazing tool I have to say, thank you again for letting me know of another one. But first thing before doing any merging I first load the plugins in xEDIT and I solve the few conflicts (if any) manually. This way plugin 1 becomes master of plugin 2. Then when conflicts are solved I load SMP and if the "check plugin for errors" gives me a green (which should mean there are no conflicts) then I make the merging. Do you think is anything going to bite me back this way?

I have made only the 9 factions overhaul merge with this method till now, and I noticed I didn't solve a few conflicts among 2 of the 9 plugins (all the others didn't have any conflicts). I fixed them with xedit and then made the merge. Boy, after many years playing Skyrim modded to hell I thought I knew it all.... Apprently NV is a whole new story, lol.

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All that sounds correct. I don't recall that the error checking in SMP detects record conflicts. It simply makes the last loading the "winner", in effect ignoring the conflict. To the best of my (limited) knowledge, it only considers things as "errors" if they are something it knows it can't deal with. It may even use a specific subset of the xEdit "error checking" routine via the xEdit API, which also doesn't consider conflicts as "errors".

 

In my opinion the additional complexity is due to the lower plugin cap for FNV. That forces us to invest in learning the complex subject of how to merge, whereas previously we generally never approached the cap around 255. I felt the same way when I started, and I went from many years of modded Oblivion, through 4 years of documenting the "XCom: Enemy Unknown" wiki discoveries by the real code divers (which has no real mod support at all and is all a hex hacking nightmare), to FNV. You're making great progress.

 

-Dubious-

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I think I fixed it all and I'm ready to play. I even tagged one of the merged plugins (the smoking cigarettes one) with a bash tag "name" and now all its effects and names are correctly ported into the bashed patch when I make it.

I think there is nothing left to do. My load order is now 122 plugins (after I make the bashed patch of course) so I have lots of room for more mods if something cool gets released.

 

Maybe just one more question, since we came so far: when I run the FNVLODGen exe, should I run it with all my plugins activated or I can do it after I made the bashed patch? Right now what I'm doing is: make the bashed patch, export load order in NMM, activate all plugins, run FNVLODGen exe, import the load order. But maybe I'm taking too long doing something simpler.

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Don't see any need to export your load order before running FNVLODGen. It doesn't look at or alter that, but rather looks at the DistantLOD files (*_far.nifs) themselves and rebuilds the ".LOD" files for each cell. (See the description on the TESTG site.) I just run it after re-building and activating my BP.

 

-Dubious-

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