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- Skyrim sseedit guide conflict mod#
- Skyrim sseedit guide conflict Patch#
- Skyrim sseedit guide conflict mods#
![skyrim sseedit guide conflict skyrim sseedit guide conflict](https://img.youtube.com/vi/y8mCZxuP8wk/mqdefault.jpg)
Start: Applying script "Make new records from overrides"
Skyrim sseedit guide conflict mod#
I need to use the "Make New Record From Overrides" script in SSEdit to fix a mod with large ref problems. 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.
Skyrim sseedit guide conflict Patch#
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. 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. This height data is also used to updating the occlusion data using xLODGen or DynDOLOD. installing a mod that has taller trees vs vanilla trees). DynDOLOD updates this data, I think, to correct heights for cells that have objects in them that extended beyond the default heights (e.g.
Skyrim sseedit guide conflict mods#
Max height data is merged at runtime, therefore, leaving it blank will not have any impact if the mod is not drastically changing the heights for the cells it's editing (most mods don't). I didn't notice any particular issues - although that might be because I don't know what I'm looking for. I also noticed that DynDOLOD esm and DynDOLOD esp have different MHDT values esm is the same as DLCs, but esp follows the value set by the load order. On the other hand, the mod Convenient Carriages for example has this data populated (with some sort of technical gibberish I don't understand), and when I did the setup with this data, there weren't any problems either. I left it empty on one setup and I didn't have any weird stuff going on. Some mods that influence worldspace (such as Plockton's Culling Data Glitch Fix - meant primarily for the huge square hole in the Sea of Ghosts), have this line empty.
![skyrim sseedit guide conflict skyrim sseedit guide conflict](https://i.imgur.com/ZX5caog.jpg)
I've noticed a bunch of conflicts in SSEEdit regarding this line and I also wondered what it actually does and if it has any impact on the game at all.