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回報翻譯問題
@Chef, I agree that some additional patches are likely necessary - which those are will take extensive examination. It appears the OP has a bashed patch, btw... apparent in the second list.
That's a tall list, with lots of big mods.
@renwargner - do you have repeatable CTDs or other problems in game? With a mid- to large-sized mod list you probably should choose to identify individual problems rather than shoot for a totally conflict-free set of mods. Otherwise, if that is your preference, then The Method is the way to go but it will entail starting from bare metal and adding mods one at a time to identify and/or resolve conflicts. That's a long process with hundreds of mods. It is, of course, totally your choice to make.
[edit] ninja'd by Chef who has nailed it perfectly.
And we don't want any misunderstandings or confusion should what I say contradict what anyone else may have posted.
Looking at GAR and Heavy Legion. Your going to see that they both modify the armor records of certain NPC's wheather they be specific named NPC's or generics like guards. What you need to do is decide which changes you want. You may decide that you want the armors from Heavy Legion on specific named NPC's and that you want all the hold guards to have the armors from GAR. So you would create a new esp with the ESL flag called something like "GAR-HL" (a name that lets you identify which 2 mods you are patching together). Then carry the records for hold guards from GAR over to your patch. Now carry the records for specific named NPC's from Heavy Legion into that patch.
Another example would be a couple of mods that modify the same weapon. Say you have one mod that gives you a new model for Weapon A and another that modifies the damage and speed. You would copy the damage and speed records from the 2nd mod and the model from the 1st into your patch. That way you get the best from both mods.
Thanks, Chef, i really-really THANK YOU.
I created the modgroup for the base DLCs at the beginning, yes. But until now, i just sorted out the conflicts manually, added then a modgroup and that was all.
I suggest i need to delete the already installed mods and start over, right? Not a big problem, since its not a big amount at the moment.
Do you think i should delete heavy legion and this one as well?
https://www.nexusmods.com/skyrimspecialedition/mods/28751?tab=description
It is just for personal use, i won't post it anywhere.
As said, while advice may be well intentioned, the FIRST priority is to learn xEdit, until that is done, you must be careful not to overstep your abilities.
This is from a prior discussion post of mine and will be in an eventual guide:
A lot, and I do mean A LOT, of what is involved in the use of xEdit comes from experience, and really can't be taught. Basic outlines and philosophies can be passed along, and, of course, the technical part can be taught, but the actual mastering of its use is something that only comes through experience and also, to a certain extent, through an innate ability which cannot be taught but which a person either has or does not have - like art, if you will, much the same as in building loads: some can and some can't, and no amount of teaching can change that.
To set up and successfully run a minimally modded game, there are some basic things that an individual needs to know, and some basics tools they must know how to use (I am not going to ho into details here, as that is pretty well covered in Ilja's pinned topic, Skyrim SE: Guides and Resources). This is pretty much equivalent to a student pilot learning the basics of flying. Once these basics are learned, the individual can fly the plane to a certain level of adequacy. In game terms, they can create a small to even medium size build. But, though they can do this, they are NOT prepared to handle the difficulties and problems presented by a larger build - for that they need to gain experience, or, metaphorically speaking, flying time and on the ground study and training in the use of more advanced techniques. First of these is just study - plain old reading. For every mod you use or are thinking of using (and whether you are using a guide or just creating the build on your own is irrelevant), you need to read the description page COMPLETELY. EVERYTHING. Then, if there is a Bugs page, read that. And finally, you need to read the Posts page, at least the posts for that particular version of the mod. Any indication that the mod has problems, then dump it - no ifs, ands, or buts about it. This last does have a caveat, however (which requires some experience and knowledge of mods) - you need to be able to determine which are legitimate reports of real problems, and which are just people complaining due to their own ignorance and lack of ability. If in doubt, it is best to ask in the forums. You may get some flack and trolling, but just ignore that. Those of us who are really dedicated to helping, will give you an answer.
So, now you've accumulated several hundred hours. For the most part, for most builds, you are good to go. But like any amateur pilot, there will still be things that you have not encountered - so more time and experience (amazing how that word keeps coming up, isn't it?) is necessary. For this, the best thing is to start opening up your build in xEdit. At first, the sheer volume of information can be overwhelming - but don't panic. As you take time and look at the information in the right hand pane, things will start to make sense - but it won't be over night, or in a day, or even a week. But if you are serious about entering the world of advanced modding and large builds, the time is necessary. And, of course, make use of the linked video and Tome of xEdit to help you along in this process.
Finally, once you have hundreds of hours in, maybe even over a thousand, you will be ready to meet the needs necessary to create a larger build - or to go back to our flying metaphor - you will be able to make extended flights under most conditions which are normally encountered.
Which leaves the really large builds, those over 250 or so plugins and over 350 or 400 mods. First, you must know all the mods in the build intimately, to know them better than you even know yourself, or a lover. To truly know them, you must not only have read everything about them, you need to also know their inner workings, which is accomplished by opening them in xEdit as previously stated. And so now you are on the final path to creating a large build. And to do that, you need to have learned not just how to use the tools, but need to have mastered them - but mastering them can only be accomplished by attempting these large builds, and failure is part of the learning experience - it is a thing not to be feared, but rather embraced and welcomed as a teacher.
A question here. Your talking about deleting mods and starting over. Which mod manager are you using? With MO2 or Vortex you could create a new profile and just do that. I have something like 6 profiles for SSE for doing different things.
level 9000+ tech support
And one last bit of advice. The very first thing you must do in conflict resolution, is to carry forward Unofficial Patch edits. While some changes that revert back to vanilla may be necessary for a mod to work, the vast majority are not, but simply revert back because the mod author did not use the Patch when creating their mod and therefore did not include the changes. And the best way of carrying forward those changes is to edit the mod records directly.
AND ALWAYS CREATE A BACK UP OF ANY .esp /.esm /.esl FILE BEFORE EDITING AND SAVE IN A SEPARATE FOLDER ON YOUR PC.
With all the respect, smr1957: we probably don't know each other, and i really don't want to hurt your feelings, but your comments would be much more helpful if you put less ego into it. I mean, i understand you spent several hundreds of hours with xEdit and modding, but with all the respect, even the original creator of xEdit does not speak from a horse this high.
Although, i will probably listen to this topic, as these are the most valuable answers for me. :)
Thank you again, guys! Will keep posting here, if it's necessary.