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How do I stop CHH confliciting with SOS?


Basti

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Posted

Whilst it's not game breaking, the mod charming high heels (and charming higher high heels) has a body part ID conflict with SOS. I have a rough idea of how to change the ID's, but I don't know what I should change it to to remove the conflicts and not create more conflicts. Another problem is whilst CHHH has the .nif files already open for editing CHH has them in a .bsa file, which I don't know how to edit. How do I do this without breaking my game?

Guest Suited Prawns
Posted

Do you mean the equip slot is conflicting? 

If that is what you mean, use the Ck to edit the slot

You can also use the Ck to remove the conflicting item.

Posted

The heel counter armors use the same slot as SOS's shlong; 52. Heel vamps use 53 which is also used by SOS for something but I'm not sure what, and it doesn't seem to cause problems.

 

Posted

Another problem is whilst CHHH has the .nif files already open for editing CHH has them in a .bsa file, which I don't know how to edit. How do I do this without breaking my game?

 

Technically you don't edit a BSA file itself, you just unpack the files, make the changes you want to the files, then repack them into a new BSA using the Creation Kit tools.

 

But you don't need to do any of the above, you can just put the NIF files directly into the Skyrim directory, provided the folder path is the same as the one in the BSA.

 

Posted

 

Another problem is whilst CHHH has the .nif files already open for editing CHH has them in a .bsa file, which I don't know how to edit. How do I do this without breaking my game?

 

Technically you don't edit a BSA file itself, you just unpack the files, make the changes you want to the files, then repack them into a new BSA using the Creation Kit tools.

 

But you don't need to do any of the above, you can just put the NIF files directly into the Skyrim directory, provided the folder path is the same as the one in the BSA.

 

 

 

Okay, I see. Keep in mind I use MO, but I take it that makes no difference apart from the location of the files. Do I need to do this for all the files, or only the ones I need? I take it you extract the files using FOMM and make files according to what FOMM says it was in and then use nifscope accordingly, it this correct? Also which ID is is best to change them to so that I don't get future compatibility issues?

 

Posted

 

 

Another problem is whilst CHHH has the .nif files already open for editing CHH has them in a .bsa file, which I don't know how to edit. How do I do this without breaking my game?

 

Technically you don't edit a BSA file itself, you just unpack the files, make the changes you want to the files, then repack them into a new BSA using the Creation Kit tools.

 

But you don't need to do any of the above, you can just put the NIF files directly into the Skyrim directory, provided the folder path is the same as the one in the BSA.

 

 

 

Okay, I see. Keep in mind I use MO, but I take it that makes no difference apart from the location of the files. Do I need to do this for all the files, or only the ones I need? I take it you extract the files using FOMM and make files according to what FOMM says it was in and then use nifscope accordingly, it this correct? Also which ID is is best to change them to so that I don't get future compatibility issues?

 

 

 

Well, if you're using MO, I assume you probably don't want to just dump loose files directly into the Skyrim directory, so what you'll want to do is unzip CHH and add the Meshes\...etc... folders there with the edited NIFs, then re-zip everything and add it in MO as a new mod.

 

And no, you don't need to add the entire contents of the BSA as loose files, only the ones you want to edit. The way Skyrim works is, it first tries to check for loose files, then if that fails, it checks the BSA.

 

As for slot IDs, I'm afraid I don't really know, this depends heavily on what other mods you have installed. For example, Devious Devices uses quite a lot of them for various items. I have no idea if this list will help you pick what slots are best for your specific case, but at least it'll give you a better idea of what each slot is generally intended for, even if some modders don't necessarily respect it.

 

 

Posted

That does help actually... but I still don't really know which option is best as I have no clue what other mods end up using. I guess it's up to trail and error to see what goes :/

Posted

Okay, I tried changing the id of CHHH's counters to 60 and it stopped it working entirely. I also noted that CHHH's counters disappear when I put on body armor (slot 32) for some reason, and I have no idea why (this is after loading back up my unedited backup).

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