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It looks like I am taking a different approach than you. Solitude Expansion-SolitudeRebornBase.esp I'll leave all my silly questions, that have seemingly obvious answers, here in case someone has similar questions as I did.Ī little late, but here's an example of one of mine: They don't seem to be showing up in MO when I name it "SRLE.modgroup" I am guessing (because I don't see it anywhere), that the name of the file has to be a name of a plugin?įound this answer, too: *.modgroups files have to have the name of a plugin: "ModGroups are now not just loaded from the TES5Edit.modgroups file (same folder as exe), but also from *.modgroups files that have the same name as the esm/esp files and are sitting beside them in the data folder." This is info from EliminsterAU in a post right above in the afkmods link in the OP. Okay, I think I can get working on my own ModGroups with a better understanding now.įinal question - I've tried to made my own ModGroup file for my SRLE profile in MO.
What we're left with is conflicts that happen because of this load order:
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Ignore conflicts from each unofficial patch to other unofficial patches Ignore conflicts from each unofficial patch (to its master file), to USKP and Update.esm Ignore conflicts from each unofficial patch to its master file (for example, USKP to Update.esm) This probably won't make sense if I try to type it, but a ModGroup is sort of like a process-of-elimination. (I just figured it out while I was typing this).
#Tesedit skyrim special edition how to#
I am understanding how to use those ModGroups mostly, but seem to be stuck with this one idea: In EliminsterAU's post on afkmods, he states that when you load all four ModGroup files, and "Apply Filter to show Conflict Losers," you're left with "the remaining conflicts between the DLCs in records that the UPs didn't touch." QUESTION #2: Does anyone have a few examples of a ModGroups file I could peek at to see how you create yours? Elminster's post describes it, but just not in enough detail for me when I have several esps in conflict. Or, should I only add the specific esm/esp files in conflict, like this: What is the proper way to set up a ModGroup for this? Do I place do something like this: CCO has a patch to work with SIC, and when I view conflicts in TES5Edit, I see that the CCO_SIC_Patch.esp resolves those conflicts (from my limited understanding). QUESTION/ EXAMPLE #1: looking at Complete Crafting Overhaul and Skyrim Immersive Creatures.
#Tesedit skyrim special edition trial#
On my quest to have TES5edit empty when I "Apply Filter to Show Conflict Losers," I am using trial and error to see what happens, and feel I am wasting a lot of time while not being to efficient. I want to be sure to stick with SRLE and not break it with any of my personal mods, and also carry over edits to make sure everything works together.
#Tesedit skyrim special edition mod#
In the few posts I've found, I've come to understand a few basics about how to utilize ModGroups to help me resolve conflicts, but am at a loss for some of the tricks that can be used.įor example, I am working on a SRLE mod list, and added several of my personal favorites to the load order. I realized I have been blinding myself by a sea of red in TES5Edit, and that conflict resolution should be EASY (well, easier). Now, I just recently fell upon a few posts here ( this and this - thanks /u/The_Meowntain!), and this. Mainly conflicts like a lighting mod and a sound mod editing the same cell: I've learned how to carry over each mods' edits to my own custom patch. So, I have been manually patching in TES5edit since I learned how to solve simple conflicts.