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Leveled Lists and multiple mods


Hangman4358

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Ok, I have a question about leveled lists. I have created new materials for smithing and want to add these to the blacksmith and general goods leveled lists for vendors. Now I have successfully does this but how exactly is the best way to do this to keep compatibility at its highest.

 

If I just edit the main lists do these changes stay when another mod adds their edits to the list or are they over written with load order?

 

And If I make new lists and add them to the chests for vendors will those edits be over written if another mod makes changes, or will the edits just combine?

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The last mod in the load order wins. If your mod loads after theirs, then your edits will be seen in the game. If their mod loads after yours, then your edits will be lost and theirs will be seen in the game.

 

Skyrim is not as good as Oblivion was in many ways, so there is no good and easy way to do what you want to do without extensive conflicts. The easiest and most conflict-free solution would be to add a new vendor to the game.

 

Some other options would be building compatibility patches for certain popular mods, or having gamers do tricks with their bashed patches.

Edited by David Brasher
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Yeah like David said, the most safe way is adding a custom vendor with a custom leveled list.

 

The "the last one wins" rule seems to not work completely. Maybe starting a new game won't bring issues, but the multiple esps data seems to be stored in save games and corrupt the game after some playing hours.

 

Also, you could make compatibility patches "on request", so with the most popular mods that modify vendors.

 

Wrye Bash could fix this, but i won't completely rely on its bash patch features.

 

Messing with leveled lists is a real pain for now :|

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If I make a new chest and add it to vendors like their regular chests that should work too though shouldn't it. Because I am not editing anything, I am just placing a new chest that is owned by a vendor and he will then sell the things in that chest if they fall within his purview. Would be kind of a pain to do for everybody but for just the blacksmiths in the main cities it would make sense. But maybe a single vendor would work because that would still for the story of only one person selling but all relevant vendors buying. I guess I will have to think more about this.....

 

At least I get it out of the way now. Thanks for the help.

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You can nest levelled lists, I believe. You could try adding your custom levelled list to the vanilla levelled list via scripting, using the addform function. That way you are not physically changing the list in CK. That might be a safer way, not sure. I presume that would be the purpose of such a command though. Edited by steve40
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Steve, from the looks of it there is a problem with saved games with that way. At least that is what the one guy in the discussion said. I guess I would have to test it.

 

TWarrior, the main thing I want it to have my mod be as compatible as possible so I don't want to have people use other 3rd party things to merge lists and such.

 

I guess the best thing to do right now is create a new chest which spawns my items and then set up a cell where some of the bigger merchants get one of these chests assigned to them.

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Well, since Wrye Bash is not yet completely stable and reliable, you're right in thinking "don't make users run 3rd party programs".

 

But after some years of Oblivion WB was a must have.

 

If people want mods that do more than just changing textures, they have to know how to use Wrye Bash, that's it.

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In Oblivion all you had to do was add a new chest under the floor of a shop and make sure it belonged to the vender or to nobody so it would belong to the owner of the cell (the vender.) But alas, Bethesda royally fouled up this part of the game, and it is very bad for Skyrim modders and gamers where the Oblivion set-up was great for modders and gamers. In Skyrim, vendors seem to generally only sell from their one assigned chest.
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