- How to use tes5edit to find mod conflicts mod#
- How to use tes5edit to find mod conflicts manual#
- How to use tes5edit to find mod conflicts Patch#
How to use tes5edit to find mod conflicts manual#
Manual Editing is easiest with plugins that do not have new FormIDs if there are FormIDs they need to be renumbered.
How to use tes5edit to find mod conflicts Patch#
Since this is a manual process it can be used with plugins that have conflicts and those that have scripts script records can be copied to the patch merge plugin like any other record. It is briefly described in section 4.7 of the FNVEdit Training Manual. Manual editing is the most complicated and flexible of the methods being discussed here. TES5Edit can be used to manually create a single compatibility patch merge plugin that provides compatibility fixes and parameter changes across a large set of mods, that merge complete mods, or combinations of these. The documentation on the Merge Patch suggest manual review of the patch to fix conflicts that the automated Merge Patch process was unable to fix. Like the Wrye Bash bashed patch, the Merge Patch needs to be recreated whenever there is a plugins are added or updated that would change the patches automatically produced in the Merge Patch. It is recommended that Wrye Bash be used to take care of leveled list merging, as described above. As the video points out, when using this TES5Edit (and the equivalent programs for the other Bethesda games) feature make sure to remove the Leveled List records and the leveled NPCs from the Merge Patch (note that unlike the edit programs for other Bethesda games the TES5Edit Merge Patch does not currently include leveled NPCs). This is described in section 4.8 of the FNVEdit Training Manual (the most recent available documentation for TES5Edit) and in Sharlikran's 'Merge Patch' video. It can handle plugins that include scripts.
How to use tes5edit to find mod conflicts mod#
Using this capability of TES5Edit is quite different than using the Merge Plugins mod described above since here TES5Edit is being using to create a set of merged records that only include records for which the mods being merged have conflicting entries while above it was merging entire mods when the mods had no conflicts. These tags can be assigned manually in Wrye Bash, by using the BASH tags sutodetection script for 圎dit, and (when implemented) automatically assigned to a mod when LOOT is used. In performing this task it uses Bash tags (for more details on the tags see here) to help determine which mod's records should have precedence when there is a conflict. For example, if one mod changes an NPC skill level to 50 and another mod changes the same skill to 60, the bashed patch will choose one of these changes or use a compromise value based on both (e.g., 55). In addition to resolving conflicts in leveled lists, Wrye Bash can also automatically resolve some non-leveled list record types when two mods change the same subrecord.
![how to use tes5edit to find mod conflicts how to use tes5edit to find mod conflicts](https://stepmodifications.org/forum/uploads/monthly_06_2016/post-9473-0-86461000-1465253549.png)
Like the 圎dit Merge Patch discussed below, for records that are part of 'leveled lists' it can properly handle situations when one mod changes a subrecord and another mod changes a different subrecord and also when when two or mods change the same subrecord.
![how to use tes5edit to find mod conflicts how to use tes5edit to find mod conflicts](https://images.saymedia-content.com/.image/ar_16:9%2Cc_fill%2Ccs_srgb%2Cq_auto:eco%2Cw_1200/MTc0Mjg5NjE0NDk0NzcxMDY4/using-boss-and-tes5edit-to-optimise-your-skyrim-load-order-to-improve-game-stability-and-reduce-game-crashes.png)
The data record merging used in the bashed patch handles several types of conflicts.