FIMzzZzz Posted May 16, 2020 Share Posted May 16, 2020 (edited) hey!could use some input!the "compatibility patch doubling" part quote from TR site But a plugin ESP can not: - edit, move or delete the instances of another plugin (ESP). is there a way to fix floating shelf mushrooms for an esp mod caused by tree replacers, or is this only possible if the mod is a esm? i guess the easy way is to just to delete all shelf shrooms... and i have a interior mesh that receives no lighting on almost every surface... this mesh is pretty messed up and i'm sure it will cause anyone that knows what a optimized mesh looks like, a headache.. don't remember what software was used to create it... max, milkshape or gmax.. but if anyone wants to take a look at it i would appreciate it. edit:looks like attachment didn't work so here a linkhttps://www.mediafire.com/file/s1wk7i1npavp9os/1_Krypta_Interior1.nif/file Edited May 16, 2020 by FIMzzZzz Link to comment Share on other sites More sharing options...
Necrolesian Posted May 17, 2020 Share Posted May 17, 2020 You should be able to edit the esp and move the objects instead of creating a patch. Link to comment Share on other sites More sharing options...
FIMzzZzz Posted May 17, 2020 Author Share Posted May 17, 2020 yeah sure but this makes the esp incompatible with vanilla, so i would have to include more than one esp, not that this would be a problem, but then i'd rather delete them xD and if i update something, i have to either update more than one esp or move shrooms again xDowell i don't have to burn this bridge any time soon, who knows maybe there is a slick solution, but i doubt it...anyways thanks for your suggestion. it would be great if i would use it just for my mod list. note to self, never ever again use shelf shrooms... in morrowind... Link to comment Share on other sites More sharing options...
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