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- Skyrim dual sheath redux staff bug mod#
- Skyrim dual sheath redux staff bug update#
- Skyrim dual sheath redux staff bug skin#
- Skyrim dual sheath redux staff bug Patch#
Skyrim dual sheath redux staff bug update#
( My original number of mods was 255, now at 236, still going down ) What I did was update a few mods and used a script cleaner. I was in the process of updating a big number of mods as well as cutting down on some.
Skyrim dual sheath redux staff bug mod#
Completely glowing white body? - posted in Skyrim Mod Troubleshooting: Hello! I am going through a bit of a problem.
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Skyrim dual sheath redux staff bug Patch#
The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. If you find a problem, review installation order and mod load order.
Skyrim dual sheath redux staff bug skin#
Check your character and NPCs for animation, custom idle, custom walk, and skin textures. I will update this list with additional confirmed non-conflicting record types based on your replies.If your favorite outfit doesn’t support your body type or BBP, see my tutorial “Body Conversions for Skyrim Using BodySlide, Outfit Studio” (#11). Many thanks to him for confirming / explaining all of these, and a tip of the hat to MonoAccipitor for noticing Arthmoor's post. SNAM - Child sub-records (Confirmed here)įor more details about how the above listed sub-record types merge at runtime, please see this excellent opening thread post by Arthmoor from 12 March 2014. Story Manager B? Node (SMBN) Record sub-record types: Story Manager Quest Node (SMQN) Record sub-record types: (Confirmed - source: here & here) (Confirmed - sources: here, here, here & here) NOTE: Other LCTN sub-record types require conflict management.
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LCPR - Location Cell Persistent Reference Location (LCTN) Record sub-record types: (Confirmed here) Idle Animation (IDLE) Record sub-record types:ĪNAM - Related Idle Animations (Confirmed here) TFIC - Info Count (Confirmed - sources: here & here)ĭialogue Information (INFO) Record sub-record types: I have asked in a number of places which records types do not need to be carried forward into compatibility patches, but have never received a reply, and still to this day have not found a definitive list in one place. Well, I'd like to change that, and I need your help, if this is something you are knowledgeable about.īelow is a list of record types, grouped by category, that I have read comments saying they are incorrectly identified as conflicting, because they are actually combined at runtime:Ī List of Non-Conflicting Record Types seen in TES5Edit ĭefault Object Manager (DOBJ)Record sub-record types:ĭialogue Topic (DIAL) Record sub-record types: So in other words, when making a compatibility patch in TES5Edit, you do not need to copy overrides for those particular records. Over time, and by reading comments of mod authors, I have learned that for certain record types displayed in TES5Edit, when using the conflict filter feature, some records are incorrectly identified as conflicting (ie., "conflicting" = overridden by a plugin which comes later in the load order.)įor example, ripple, the author of Inconsequential NPCs has explained that location persistent references (LCPR sub-records in LCTN / Location records) supplied by different plugins are not actually overwritten by the last mod in the load order LCTN for certain locations (source). The implication here is that all those references are combined and used from all mods with that record type when Skyrim is started. There has to be an easier way to locate Objects within 圎dit with their reference IDs from the in game console command for modding and making patches. Am I missing something? it is nowhere to be found with a search through 圎dit, even with every MOD loaded. There is a gaggle of buckets floating out over the water on the docks and I want to patch items like this to be disabled or moved when using this MOD. It took me 20 minutes to locate it.Įxample: I am running The Great City of Solitude SSE, and I want to make a patch. But, it's nearly impossible to locate items through 圎dit like this. It seems to be the first couple of characters in the reference ID that are different and every other character after that, matches. If I dig down further and locate the object I find the reference ID in 圎dit is slightly different than the ID acquired in game using the command console. Then I exit the game and pull up 圎dit and search that ID in the MOD (or even my entire MOD List) and there is no matching ID. I bring up Console Command in game and click on an object to acquire its Reference ID.
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I am trying to figure out this Reference ID dilemma. I am trying to make a patch and eventually start making Patches for the Skyrim AE community.
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