The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Ghatotkacha 2019 年 12 月 15 日 上午 4:42
SSEEdit, conflict solving...how to do it?
Hello everyone, i hope you are well. :)

So i'm trying to create a final modlist, after 2 years of mod testing, and i've found my preferences. I'm also following reguralry GamerPoets videos, and i'm watching again this:

https://www.youtube.com/watch?v=L6T4rKRAgwo

Here he states that until that point of the video's release, forget all the other tutorials, no matter the source. He also states that do not clean every single mod. When i asked for advice from the GamerPoets videos' creator, he pointed to the xEdit Discord channel, especially to the 'cathedral of the method'.

But at xEdit group in Discord, all the guys stated to clean ALL mods. add 1 mod, start to clean with quickshowconflicts and do the conflict handling by myself. they also stated that i must know how to do it, which conflict is okay and which is not, and that i will feel it in time, how to do it properly.

Maybe it's just for me, but it's a bit foggy, and the guys at Discord are not so friendly and helpful when it comes to tips&tricks about Skyrim SE modding. I'm trying my best all the time, i'm following guides, and trying to use properly xEdit, LOOT, Wryebash and MO2.

Another issue was when i asked them, 'when should i use a patch for 2 mods'? They answered, again, that "you should know when to use patch and when modgroup". But these are a bit rough for me, idk when should i use those, and which mods need truly cleaning. :S

Can i ask for a bit of an advice? Or can you push me to the right direction? When i asked the others at Discord about the tome of xedit, they said that it's not useless, but i'm wasting my time to read it - i should better follow the pinned messages at the cathedral of the method (where you can find obiously less serious pins like t-shirt designs and a pray for the xEdit creator). There was only 2 useful data: the creator's own method with quickshowconflits and how to create a modgroup. everything else is not helping. :S
I feel a bit like they separate me because idk anything deeper about xEdit.

I really wish to know what and when to solve manually with xEdit, but i think i'm a bit potato for this. My final goal is to create a totally CTD and conflict free modlist, and run the game without any problem.

My mod list containst only a couple of mods, like vivid weathers, guards armor replacer, and so on, with the total of 16 active plugins.

Can you help me somehow, please? Many thanks in advance! And of course, have a lovely holiday seasons for you and your family!

Cheers,

Ren

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目前顯示第 16-30 則留言,共 45
Mephitic 2019 年 12 月 15 日 上午 10:38 
No smr, I didn't forget about you - you know we value your expertise. I just didn't think you had a machine available to help with specific record identification and resolution. Does anything jump out at you from the above list? I see the OP is using Quinn's compendium, and that's a great start, along with other patches recommended by mod authors.

@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.
最後修改者:Mephitic; 2019 年 12 月 15 日 上午 10:39
smr1957 2019 年 12 月 15 日 上午 10:43 
Actually, I do - its called a brain - no one except the developers of xEdit know more about it than I do - and as to resolving conflict, I doubt even they do. We are not here to do the work for any one individual, just to advise - and with all due respect, not Chef, and not you, come anywhere close to my level of knowledge and expertise. Chef may be a priest, and you a follower, but I'M the god when it comes to using xEdit and conflict resolution.

And we don't want any misunderstandings or confusion should what I say contradict what anyone else may have posted.
Chef 2019 年 12 月 15 日 上午 10:46 
Now, as far as what you are patching, or specific conflicts that you may be resolving.

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.
Ghatotkacha 2019 年 12 月 15 日 上午 11:45 
OMG. This is the most detailed step-by-step i've just dreamed of. :D
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
Ghatotkacha 2019 年 12 月 15 日 上午 11:51 
p.s.: i'm editing a word document for myself about the proper method (i guess a lot of you did similar things in the beginning to sort out all the info), so i'm definetely adding your comments to it.
It is just for personal use, i won't post it anywhere.
alexander_dougherty 2019 年 12 月 15 日 上午 11:53 
引用自 renwargner
p.s.: i'm editing a word document for myself about the proper method (i guess a lot of you did similar things in the beginning to sort out all the info), so i'm definetely adding your comments to it.
It is just for personal use, i won't post it anywhere.
Notes help, so good idea.
smr1957 2019 年 12 月 15 日 下午 12:07 
renwargner, while all this advice is good, it is important to know exactly how experienced you are. If you are new to using xEdit, than all the advice will be of little help if you do not know what it is you are looking at. And, while well intentioned, it can sometimes lead to mistakes and errors just due to lack of the necessary experience. Use of xEdit is not to be learned in one day, nor a week, and sometimes, not even a month. And when it comes to editing of records for conflict resolution in larger load orders - such as a 200 plugin one, only the very most basic things should be done by someone new to the use of xEdit.

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.
最後修改者:smr1957; 2019 年 12 月 15 日 下午 12:24
Chef 2019 年 12 月 15 日 下午 12:08 
引用自 renwargner
OMG. This is the most detailed step-by-step i've just dreamed of. :D
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
Just so your aware, the Distinct Elven Armor is a modders resource as opposed to a fully fledged mod. As far as Heavy Legion goes, I personally like it, I would keep it.

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.
Jonny Sparta 2019 年 12 月 15 日 下午 12:13 
Level 1 tech support

引用自 Jonny Sparta
I just use the auto clean exe on the masters and I just rely on mo2 conflict indicator for conflict resolution. .



level 9000+ tech support


引用自 smr1957
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引用自 Chef
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引用自 Mephitic
smr1957 2019 年 12 月 15 日 下午 12:34 
引用自 Chef
@ren ... A suggestion first though. I would drop Immersive Armors. It modifies leveled lists in slightly different ways than the other mods you have that change armors and it can make it difficult to patch....
Now, I cannot agree with this. If you are going to be editing for compatibility, one of the things necessary is to edit the Bashed Patch directly. Frankly, in my build (which covers almost every possible combination of mods possible), I have never seen any problematic interaction due to IA, nor have I ever seen any in game problems. It is possible that the combination of mods in OP's build may cause issues (though in my opinion, any issues can more than likely be corrected thru use of xEdit - provided your experience with it is up to snuff), but the mods that are presenting the problems should be pointed out and the option of what to choose left up to OP, or step by step instructions included to fix the issue.
最後修改者:smr1957; 2019 年 12 月 15 日 下午 12:42
smr1957 2019 年 12 月 15 日 下午 12:42 
As an aside, while creating patches will help fix some compatibility issues, especially in smaller builds (less than several hundred mods), ultimately, the only way to properly ensure that all mods play nice together and that all the appropriate records appear in game is by editing the mod records directly; but that requires a level of experience that can only be gained as I described in my above post #23, and therefore may be outside the scope of this discussion.
smr1957 2019 年 12 月 15 日 下午 12:52 
And really, renwargner, While all the advice being given you by the others is very nice, to actually answer your question, as useless as this answer may seem, is to read what is said in that post of mine. There are some things that only experience can teach. Some things just cannot be taught, but must be learned by actually doing, with all the potential mistakes that involves.

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.
最後修改者:smr1957; 2019 年 12 月 15 日 下午 12:57
smr1957 2019 年 12 月 15 日 下午 1:00 
And if you are wondering, the advice I am giving is based upon over 6000 hours using xEdit, and in creating and editing several 1000+ plugin mod lists (possessing 1500 mods total) that are completely stable and CTD free.
Ghatotkacha 2019 年 12 月 16 日 上午 1:17 
I really appreciate your kind help, all of you. :)
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.
smr1957 2019 年 12 月 16 日 上午 2:12 
You do not hurt my feelings - but, also with all due respect - it is several thousands of hours - six thousand in xEdit, three thousand in the game, several thousand helping in the forums, and several thousand just studying the game plus having read literally every mod on Nexus. It is not ego speaking - it is fact. Not to mention having the largest documented builds there are.
最後修改者:smr1957; 2019 年 12 月 16 日 上午 2:15
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張貼日期: 2019 年 12 月 15 日 上午 4:42
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