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How to use tes5edit to make mods
How to use tes5edit to make mods












how to use tes5edit to make mods

There are SNAM conflicts there suggesting that Dawnguard would block the connections but the game operates them properly anyway. This can be pretty clearly demonstrated by the vanilla game and the Dawnguard DLC. SMQN - SNAM subrecord: The children specified in these subrecords will process correctly even if the display appears to indicate they won't. INFO - PNAM : These will be sorted at runtime based on the actual order of the final list of INFOs attached to a DIAL record. It's also possible this subrecord doesn't matter in the end and is only for internal information purposes as this count value is never seen in the CK. So far as I have been able to determine, the game will keep track of the highest count and will run with that. It will need to be verified that data will merge or otherwise be collected properly at runtime before adding it to this list.ĭOBJ - DNAM : ElminsterAU has confirmed that this record merges its data at runtime, therefore conflict management on this record if it exists in a mod is unnecessary.ĭIAL - TIFC : These will appear as conflicts whenever the counts don't match. If there is a subrecord you think should be listed here, let me know. Yes, this can get very specific inside various record types. If you DO NOT see the records listed here, assume they CANNOT be ignored and that conflict resolution will be necessary. So I figured it's about time to start documenting this in a more proper way than scattering it about on various mod threads on Nexus and elsewhere. I've seen a few scattered questions about which records in the game will conflict with each other and which won't and what should be done about it if they do or don't.














How to use tes5edit to make mods