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Mod conflicting with ITSELF.


Iapetus

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Well, I'm trying to make a mod here, obviously, and it adds in a lot of items. A lot.

And, the thing is, the items are apparently conflicting with each other. When I place, let's say, a beverage, it ends up being replaced with, as an example, a golden dish.

Does this normally happen? I mean, I've never heard of a mod apparently conflicting with itself, only with other mods. It's very odd.

Is there a way to prevent or fix this? TesEdit? Gecko? OBMM? Wrye Bash? Divine intervention?

Save me, super-modders!

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Well, I'm trying to make a mod here, obviously, and it adds in a lot of items. A lot.

And, the thing is, the items are apparently conflicting with each other. When I place, let's say, a beverage, it ends up being replaced with, as an example, a golden dish.

Does this normally happen? I mean, I've never heard of a mod apparently conflicting with itself, only with other mods. It's very odd.

Is there a way to prevent or fix this? TesEdit? Gecko? OBMM? Wrye Bash? Divine intervention?

Save me, super-modders!

If you define, or make changes to alot of items within a single CS session, it can occasionally start acting funny as available ram gets filled. When you place these items, is it just the mesh which is being used improperly, or is it placing a totally different definition. If it is just the mesh, and if you've been altering the same definition multiple times to create new definitions, you might be able to fix it by starting a new CS session, and just going through some of these clearing out the linked mesh (go to select, then cancel). Then exit out, start another session, and select the mesh for each of these items again.

 

If it is the actual item, you may have some problems with forms or IDs, in which case you would need to use Tes4edit to clear out all the broken forms from your mod, at which point you would need to re-define them again, probably in several sessions.

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