myav Posted February 1, 2020 Share Posted February 1, 2020 if i have enabled several mods which changes vanilla npc, they always and everywhere rewrite each other ? I know that all mods rewrite each other, if changes are on base values of the actor: https://www.creationkit.com/index.php?title=Actor_Value_List but what is the situation on spells and factions? Situation 1: First mod add new faction to vanilla npc, second mod (which loads after first mod in the load order) changes other values of the npc but don't touch factions. Second mod will delete the changes of factions of the first mod or not touch? Situation 2: First mod add +1 faction to npc, second mod add +1 other faction to this npc. the second will overwrite the changes of the first? or just add own as a plus to the first? Link to comment Share on other sites More sharing options...
qwertypol012 Posted February 2, 2020 Share Posted February 2, 2020 This is as far as i know. I've been editing NPC records from many plugins, so this is based on my experience. And since it's experience-based, it's not guaranteed to be absolutely true/correct, especially in different cases or conditions. Situation 1:If the first mod only add faction by editing the NPC's vanilla faction records (this is a possible method), then no conflict will happen. I've done it for some conflicting mods which edit same NPCs in my load order.But if the first mod add new faction records (not editing the vanilla factions of the NPC), then it needs to be patched to work with the 2nd mod. Conflict will surely happen without a patch. Situation 2:Yes, 2nd mod will overwrite changes from 1st mod. So they need a patch to work together. Link to comment Share on other sites More sharing options...
foamyesque Posted February 2, 2020 Share Posted February 2, 2020 It depends on how the faction was added. It's possible to do so via script or through quest aliases, neither of which will (directly) conflict with any other mod. Link to comment Share on other sites More sharing options...
myav Posted February 2, 2020 Author Share Posted February 2, 2020 (edited) foamyesque, Okey, I will clarify: the first mod changes npc directly through creation kit, by adding +1 custom (not vanilla) faction to vanilla records of the npc.Second mod do the same: changes vanilla records of the npc directly too, but changes other values and don't touch faction section.will the second overwrite the first? or since he doesn’t touch the section of factions - doesn’t he overwrite it? qwertypol012, you have written the same thing 2 times :smile: 1. If the first mod only add faction2. But if the first mod add new faction I don't understand, where is difference? or you mean, if i'll create new faction from 0 and then will simple add it to the npc faction section will be conflicts? But why? Can you explain difference of overwrite? to add custom faction and to add vanilla faction? In both situations i only add +1 record with value, to faction sections, that is, the same actions. please explain what you had in mind - in more detail. Edited February 2, 2020 by myav Link to comment Share on other sites More sharing options...
myav Posted February 7, 2020 Author Share Posted February 7, 2020 So, there is still no answer that would completely help to deal with the situation (( UP thread. Link to comment Share on other sites More sharing options...
foamyesque Posted February 9, 2020 Share Posted February 9, 2020 Only one thing can edit any given record at a time. That's why, whenever possible, you shouldn't: if this is a question about mods you are making, use quest aliases to do it, or, if those won't work because you're trying to remove a faction, scripts. Link to comment Share on other sites More sharing options...
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