fteghost Posted March 9, 2012 Author Share Posted March 9, 2012 And no dice. Everything works except my voice files. I may have to wait to do voice overs until the entire mod is complete, unless somebody comes up with an answer to this. Thanks for the help :) Link to comment Share on other sites More sharing options...
David Brasher Posted March 9, 2012 Share Posted March 9, 2012 I did a test merge to see what would happen and I didn't have any problems. I had a mod with dialog and a mod with an actor. I used the mod with the dialog as my base. I used TESVSnip to merge the actor into the mod with dialog. I saved the new mod with dialog on top of itself using its original name. I did not lose my dialog and did not have to reconnect anything. What exactly is your situation? (1) Mod without dialog being merged into mod with dialog. (2) Mod with dialog being merged into mod without dialog. (3) Mod with dialog being merged into another mod with dialog. The answer you give could change the merging procedure. Link to comment Share on other sites More sharing options...
Lokiron Posted March 9, 2012 Share Posted March 9, 2012 This limitation in combining mods; will it hinder good compilation mods like Oscuro's Oblivion Overhaul? I see so many nice little mods that fixes/enhances tiny elements of the game, but I don't want to clutter my game with so many different mods. Link to comment Share on other sites More sharing options...
fteghost Posted March 9, 2012 Author Share Posted March 9, 2012 2.I'll try saving it with the same name as my old .esp (the one with dialogue) and see how that works. Again thanks a lot for the help. Me and my crew are pretty new to the modding scene, but we certainly are enjoying the frustration, and gratification of putting together a nice, functioning mod. :) Link to comment Share on other sites More sharing options...
fteghost Posted March 9, 2012 Author Share Posted March 9, 2012 (edited) I am leading character creation, quest scripting and dialogue, and my other friend is working on level design. He makes the cells and I add everything to them. So, he sends me a plugin with just the cells, and I take the plugin with the actors and voiced dialogue that I've made, and merge them. Edited March 9, 2012 by fteghost Link to comment Share on other sites More sharing options...
David Brasher Posted March 9, 2012 Share Posted March 9, 2012 Quote 2. Quote (2) Mod with dialog being merged into mod without dialog. If I were doing the merge, I would do it the other way. I would merge the mod without dialog into the mod with dialog and give the new .esp the name of the .esp with dialog. Where the problems you are having are with lost dialog, this approach would touch the dialog the very least that you could get away with. Whereas if you try to move all the dialog and merge it into another mod, there is much more risk. Link to comment Share on other sites More sharing options...
fteghost Posted March 10, 2012 Author Share Posted March 10, 2012 I am having a very odd problem right now. Whenever I load my cell, which is supposed to not have any enemies at all, about 100 wolves spawn and bounce around and all hell breaks loose. What is going on! There isn't even anything in the cell where they are "spawning" Link to comment Share on other sites More sharing options...
fteghost Posted March 10, 2012 Author Share Posted March 10, 2012 I seriously have no idea, its spawning copius amounts of skeevers, wolves, cave bears, and sabrecats. What is going on???? Link to comment Share on other sites More sharing options...
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