- How to use tes5edit to resolve mod conflicts mod#
- How to use tes5edit to resolve mod conflicts Patch#
- How to use tes5edit to resolve mod conflicts mods#
How to use tes5edit to resolve mod conflicts mod#
While this then may report a massive bunch of information that is essentially false positives but it would also show when a mod is unexpectedly changing something that you didn't realize or conflicting with something that you didn't think it would.
How to use tes5edit to resolve mod conflicts mods#
ModA overrides a base game record, ModB overrides that same record, and ModC also overrides that record, means the same record would get listed two or three times), and even worse if you don't know the exact record name.īecause you would see the output (theoretically in the order that the mods are loaded in) to see which mods are making changes to what entries - both which ones made changes, and which one was the last modification and hence the (theoretically) active one. Especially if it lists every time a particular record is overridden (e.g. It would similarly be a massive pain to go through dozens or hundreds of false positives to find the one legitimate record you're interested in. Sometimes I just really need to know what all is affecting a record or area, and it's an absolutely massive pain to try to go through each of my mods one by one to see what could be doing it. But right now, doing it manually, we potentially have way too much data to sift through and have to do it in probably the single most labor-intensive way possible.
![how to use tes5edit to resolve mod conflicts how to use tes5edit to resolve mod conflicts](https://tes5edit.github.io/docs/img/image070.jpg)
I don't think any of us are naive enough to think that could be done. Keep in mind this isn't so we can completely automate mod conflict resolution. Hell, I'd be actually quite happy to have a list of all the records changed by a file that didn't create them and all the files that changed them, because even with dependent mods and so forth, it's possible to end up accidentally altering something that didn't need to be altered. Helping us narrow things down would be huge. Especially with the loadouts I like to make. But even that could have a number of false positives.
How to use tes5edit to resolve mod conflicts Patch#
Mod conflicts arise because one mod changes some records in a way that another mod doesn't work right with, not that the record changed at all, and a compatibility patch changes those same things in a different way that works better with that other mod, or by combining certain records of the mods in a certain way (and maybe a few additions to glue it together better) that couldn't be done with a last-one-listed-takes-all method.Īt best I could see it logging when a mod replaces a record that wasn't last replaced by one of the mod's listed masters.
![how to use tes5edit to resolve mod conflicts how to use tes5edit to resolve mod conflicts](https://staticdelivery.nexusmods.com/mods/110/images/thumbnails/37981-4-1423811763.png)
A lot of mods work by redefining records from other game files, so that the replacement shows up instead of the original.
![how to use tes5edit to resolve mod conflicts how to use tes5edit to resolve mod conflicts](https://i0.wp.com/windowshelper.co/wp-content/uploads/2019/11/2019-11-06-19_25_27-New-version-available.jpg)
That will basically end up listing every modded record. I know that that may sound like a large undertaking but what I meant is like this, scan mods and check if any mods modify the same record (object/GMST/Leveled list, etc) and report the mods and the object ID in a log somewhere.