Why: Hello, i recently decided to play requiem again so i installed requiem 4.0.1 and run it, but of course, i cannot be without mods like frostfall, hunterborn, ineed or wintersun. There shouldn't be any scripts defining what these keywords are referencing.
The mod is literally just an esp file, so everything that's in the mod should appear in SSEEdit. I don't get it.Įdit: And no, the mod doesn't come with any scripts or anything. The keywords there have no data associated with them other than names and colors. This just occurred to me since I may have to make a patch to get it to work with dawnguard arsenal.Įdit: I opened up the mod in the SE creation kit. Is this something I have to set in the creation kit, or will my mod be fine as long as I copy everything over exactly as it is in SSEEdit? And no, there are no spells or enchantments in the mod that are being overridden its treating these mysterious keywords like they're a part of the vanilla game.
Based on their use in the perks, I'm guessing they're supposed to indicate the damage type of something, but I see nothing that would cause them to determine that. I don't understand what these keywords are doing though, since I can't see any data associated with them. Upon doing that each time, I got a message saying something about injecting them into update.esm. I noticed that they were set to 05 by default in mine, so I changed them to 01. I've been making the formids id identical in my copy, just to be save. I did notice though, that the first two digits of their formid's are 01, despite the fact the mod requires all the DLCs. They only appear in perks that appear to be checking for damage type. I don't see anything in this mod that defines what they do. In TES5Edit, all I see for them is names. There's these records under the label 'keywords' that some of the perks use, but I don't know what they do. While I was making a copy of an SE mod in TES5edit (to backport it for personal use), I noticed something while replicating the perks. Is it normal to have almost all of your mods in conflict like this? Is there something I am doing wrong? Any insight or advice on this would be GREATLY appreciated!
So I googled "fallout 4 check mod conflicts" and found a reddit page with instructions on how to run fo4Edit and display all mod conflicts, and about 85% - 90% of the mods I have listed are shown in red. After wandering around the internet I read a suggestion to check for mod conflicts. I've ran/followed LOOT, re-ran my merged patch in FO4Edit, rebuilt my bashed patch in Wrye Bash, Verified integrity of game files in Steam, reverted my ini files back to their default values, I've even tried a system restore to 2 weeks ago when the game was running fine. I cant even make it out of the Vault before I crash anymore. Whether I try to use an older save or start a new game, I cannot make it run for more than 5 minutes or so. However Fallout 4 has been crashing on me incessantly. I normally only use Xedit to create merge patches for my games. If it's not please just let me know and I will take it down and try somewhere else. I'm not a regular user here on reddit at all so I hope this is the proper place to post this. I tried this once with a standing stone overhaul, and it was quite laborious.Įssentially my question is, if you make overrides in a mod, and then remove the master, will the overrides behave like normal data entries as long as all their required files are present in a folder with the same file paths? I'd figure this would be a quick and easy way to combine multiple mods together (such as mihail's mods) without going through the hassle of just re-making every single one of his mods by hand. Does that mean they would, in theory, work on their own as long as all the loose files are present (such as meshes and textures)? But what might happen if I then remove the masters? From what I've seen, overrides work by simply using the same name as the files being overwritten. I want to copy everything as overrides so everything will still have the same name. Now, I have no idea what might happen if I do the final step.
An idea just occured to me for merging plugins through TES5Edit.