ripple Posted April 5, 2013 Share Posted April 5, 2013 In that case, I would drag the tint layer data from the unofficial dawnguard patch over to your NPC compatibility patch. ERSO's NPC overhaul plugin is based on the unofficial skyrim patch, in order to avoid DLC dependency. The tint layers are just skin tone adjustments, presumably to fix Sybille Stentor's to more closely resemble DG's adjustment to vampire cosmetics. Also remember to clean your compatibility patches after you finish. Link to comment Share on other sites More sharing options...
AndrealphusVIII Posted April 6, 2013 Author Share Posted April 6, 2013 (edited) Quick question: Is DLC dependency a bad thing that I should want to avoid? I also heard it's better not to mess with any ZMAD entries? Edited April 6, 2013 by AndrealphusVIII Link to comment Share on other sites More sharing options...
dwiss Posted April 6, 2013 Share Posted April 6, 2013 (edited) If i am not badly mistaken those scripts in your log file belong to a mod called civil war, right? and i dont see that mod in your loadorder actually - have you had it installed at one point? Edit: Disregard that - i was mistaken. Edited April 6, 2013 by dwiss Link to comment Share on other sites More sharing options...
ripple Posted April 6, 2013 Share Posted April 6, 2013 (edited) Quick question: Is DLC dependency a bad thing that I should want to avoid?No, it's normal for compatibility patches to include the esp's whose records are being merged as it's masters. So when you are asking to add a plugin as a master while merging records, just select yes. Right click and select 'sort masters....' whenever you add a master so they can be arranged in the correct order. Edited April 6, 2013 by ripple Link to comment Share on other sites More sharing options...
AndrealphusVIII Posted April 7, 2013 Author Share Posted April 7, 2013 I've been busy making a Patch for RND and Immersive Potions. It seems to work okay. Here are some examples of what I changed: Before: http://i.imgur.com/y5zhb1w.png After: http://i.imgur.com/xbwXmlI.png Am I on the right track? Link to comment Share on other sites More sharing options...
ripple Posted April 7, 2013 Share Posted April 7, 2013 Yes, but since you are creating a compatibility patch for those 2 mods, you only need edit the appropriate entry in the compatibility patch and not the mods themselves. As long as the compatibility patch loads after those plugins it's changes will override the other conflicting records. And when the mods update, and you install the new version, it won't erase your changes (although you may need to check your compatibility patch to update it as well, depending on what records were changed). Link to comment Share on other sites More sharing options...
AndrealphusVIII Posted April 8, 2013 Author Share Posted April 8, 2013 Some (possibly nooby) questions: A) When I create a lot of (more than 10) Compatibility Patches, won't that make it harder for the game to load everything and cause potential CTDs?I heard once that when they're more plugins to load, it may create more conflicts and it may make Skyrim more unstable.Does that also apply to the compatibility patch plugins? Is it harmful (for the stability of Skyrim) to add many compatibilty patches? B) When creating some patches I came across something odd: some records contain some double entries. http://i.imgur.com/GIQheQ4.png Kind regardsAndre Link to comment Share on other sites More sharing options...
ripple Posted April 9, 2013 Share Posted April 9, 2013 (edited) In answers to your questions: no unless you are approaching the maximum number of plugins (255?), no (because that really depends on what sort of changes the mod makes), and no. :smile: And also, you don't need to create modular compatibility patches like me, you can do one compatibility patch that covers all the changes, although making them 'modular' has the advantage of making them easier to update and less painful if you mess up during editing for some reason and need to start from scratch.In the image you linked, 'Immersive Weapons' assigned a custom mod weapon (the scimitar) to that NPC. However, it conflicts with ERSO's NPC overhaul plugin, which has assigned perks to that NPC. Even though this is not a 'true conflict', the plugin loaded later ('Immersive Weapons') overrides edits to that NPC by plugins loaded earlier. So in you compatibility patch, what you would do is to copy the perks from ERSO into your patch record for that NPC, as well as the inventory edits from 'Immersive Weapons.' This way, your patch resolve the 'conflict.' Edited April 9, 2013 by ripple Link to comment Share on other sites More sharing options...
AndrealphusVIII Posted April 9, 2013 Author Share Posted April 9, 2013 One more thing I came across: Does the amount entered in "COCT - Count" equal the amount of weapons/shields/... carried? http://i.imgur.com/mD2oa1r.png Sorry for asking so many questions though. Link to comment Share on other sites More sharing options...
ripple Posted April 10, 2013 Share Posted April 10, 2013 COCT = object count.CNTO = container count. COCT is basically the number of CNTO sub-records. So it's the sum of object records in the container (e.g. NPC inventory), but not the sum of actual number of objects (e,g, 2 steel shields + 1 iron sword. COCT = 2). Link to comment Share on other sites More sharing options...
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