The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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RyD Nov 16, 2020 @ 10:29pm
Question: I'm trying to use xEdit to resolve some conflicts between Palaces and Castles Enhanced, Unique Shops and Stores, and Enhanced Interiors. How do I know what records are conflicting
As title says, I'm trying to use xEdit to resolve some conflicts with those mods. Trouble is, I have the filter applied, and needless to say, ***** confusing. I don't know what specific records I need to alter and/or delete. I'm trying to use the Settlement Module guide from Sinitar Gaming, but, he doesn't really specify what cell records.
Originally posted by Catness:
I figure you have already seen this but I'll quote from the description page of Enhanced Interiors[www.nexusmods.com] for a clear overview:

Originally posted by Kojak747:
This mod is compatible with Castles and Palaces Enhanced but you will have to disable the Dragonsreach parts from it, or my mod (Enhanced Radioactive Interiors), to make them compatible. Disable the cells accordingly in TES5EDIT. The affected cells are WhiterunDragonsreach and WhiterunDragonsreachJarlsQuarters. You will have to do the same thing for their respective cells in my ELFX patches.

This mod is incompatible with Uniques shops and stores. However, you can remove conflicting cells in tes5edit from your interior plugins and leave the ones you want, whilst removing the rest. e.g. you really like an interior from unique shops and want to use it in place of one of mine. Remove the cell from my mod, and leave the cell from unique shops.
Now, the first 2 are compatible, the 3rd isn't, it's best to put that one at the bottom of the 3 like this in your loadorder:

Palaces Castles Enhanced.esp
Unique Shops and Stores.esp
Enhanced Interiors (any modules you installed, look for the correct order for those on the loadorder section of that description page).

When you have activated these mods in the correct loadorder, fire up xEdit, and then right-click one of the mods in your list (which one you click on does not matter) and choose 'Apply Filter to show Conflicts' at the top.

Now you will probably see some red coloured sections, this means a mod changed something from what was used in the base (vanilla) game, but another mod changed a part of the same record to something else. Like the author explained you can now pick and choose which changes you want to keep. When you open a section of the mod on your left, (Cell will probably be the only category conflicting) you will see the conflicting records on your right. The lower mod in the loadorder 'wins' the conflict, since here the order is displayed horizontally the conflict winner is the one on the far right.

Browsing through the Cell subsections (blocks) on the left of the screen, the names of the cells they edit should give you an indication which interiors they belong to. Like the author explained in the part I quoted, if you want a cell to contain changes from one of the other 2 mods, you can remove the entire record from Enhanced Interiors by right-clicking the far right .esp's name and the choose 'remove', and notice the colour changes from red to yellow.

In case you like the changes from Enhanced Interiors better, you don't need to remove the records of the 'conflict losing' mods that are loaded before this one, the game only uses the last (lowest/most right) entire record. In some cases you might want to combine differences between records (simple changes like an item name, value, etc. or merging additions to leveled lists) but in this case (Cell edits, in general), don't combine edits but only pick an entire record you want to keep.

When you're done, click on the 3 horizontal stripes in the top left of the screen and Save. Make sure you tick the option 'Backup plugins' at the bottom so you can always revert to an earlier version of the files if you're not happy with the changes you made.
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Catness Nov 17, 2020 @ 3:56am 
I figure you have already seen this but I'll quote from the description page of Enhanced Interiors[www.nexusmods.com] for a clear overview:

Originally posted by Kojak747:
This mod is compatible with Castles and Palaces Enhanced but you will have to disable the Dragonsreach parts from it, or my mod (Enhanced Radioactive Interiors), to make them compatible. Disable the cells accordingly in TES5EDIT. The affected cells are WhiterunDragonsreach and WhiterunDragonsreachJarlsQuarters. You will have to do the same thing for their respective cells in my ELFX patches.

This mod is incompatible with Uniques shops and stores. However, you can remove conflicting cells in tes5edit from your interior plugins and leave the ones you want, whilst removing the rest. e.g. you really like an interior from unique shops and want to use it in place of one of mine. Remove the cell from my mod, and leave the cell from unique shops.
Now, the first 2 are compatible, the 3rd isn't, it's best to put that one at the bottom of the 3 like this in your loadorder:

Palaces Castles Enhanced.esp
Unique Shops and Stores.esp
Enhanced Interiors (any modules you installed, look for the correct order for those on the loadorder section of that description page).

When you have activated these mods in the correct loadorder, fire up xEdit, and then right-click one of the mods in your list (which one you click on does not matter) and choose 'Apply Filter to show Conflicts' at the top.

Now you will probably see some red coloured sections, this means a mod changed something from what was used in the base (vanilla) game, but another mod changed a part of the same record to something else. Like the author explained you can now pick and choose which changes you want to keep. When you open a section of the mod on your left, (Cell will probably be the only category conflicting) you will see the conflicting records on your right. The lower mod in the loadorder 'wins' the conflict, since here the order is displayed horizontally the conflict winner is the one on the far right.

Browsing through the Cell subsections (blocks) on the left of the screen, the names of the cells they edit should give you an indication which interiors they belong to. Like the author explained in the part I quoted, if you want a cell to contain changes from one of the other 2 mods, you can remove the entire record from Enhanced Interiors by right-clicking the far right .esp's name and the choose 'remove', and notice the colour changes from red to yellow.

In case you like the changes from Enhanced Interiors better, you don't need to remove the records of the 'conflict losing' mods that are loaded before this one, the game only uses the last (lowest/most right) entire record. In some cases you might want to combine differences between records (simple changes like an item name, value, etc. or merging additions to leveled lists) but in this case (Cell edits, in general), don't combine edits but only pick an entire record you want to keep.

When you're done, click on the 3 horizontal stripes in the top left of the screen and Save. Make sure you tick the option 'Backup plugins' at the bottom so you can always revert to an earlier version of the files if you're not happy with the changes you made.
Last edited by Catness; Nov 17, 2020 @ 4:05am
RyD Nov 17, 2020 @ 4:20am 
Thank you.
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Date Posted: Nov 16, 2020 @ 10:29pm
Posts: 2