Nintendude1236 Posted March 24, 2018 Posted March 24, 2018 Looking to create my first merged patch with TES5EDIT, just wanted to ask a clarifying question to make sure I've grasped the concept... Merge patches are meant to resolve conflicts between mods, and allows the user much more control in the process of doing so to ensure you get your desired results. Unlike changing the load order or priority of a mod through LOOT or MO respectively, through a merged patch one can actually (in some cases) resolve conflicts by allowing both changes made by two or more different mods to appear in game. For example, textures or meshes from the Shadowstar Castle player home has conflicting mesh and texture files from other player homes (Immersive College of Winterhold, Moonstone Palace, Skystone Castle). I add all of said files/entries to the patch, and they all individually function as they are meant to?
morpheousz Posted March 24, 2018 Posted March 24, 2018 1 hour ago, Nintendude1236 said: Looking to create my first merged patch with TES5EDIT, just wanted to ask a clarifying question to make sure I've grasped the concept... Merge patches are meant to resolve conflicts between mods, and allows the user much more control in the process of doing so to ensure you get your desired results. Unlike changing the load order or priority of a mod through LOOT or MO respectively, through a merged patch one can actually (in some cases) resolve conflicts by allowing both changes made by two or more different mods to appear in game. For example, textures or meshes from the Shadowstar Castle player home has conflicting mesh and texture files from other player homes (Immersive College of Winterhold, Moonstone Palace, Skystone Castle). I add all of said files/entries to the patch, and they all individually function as they are meant to? If you are referring to texture/mesh files, then no, a merged patch will not resolve that. Merged patch refers to what is in a mod's esp/esm plugin files, not textures/meshes. Example, one mod changes the iron sword's damage from 5 to 10, and another mod that changes the iron sword's weight from 6 to 4, those 2 mods would conflict. Which ever one was later in your load order would win over the other. With a merged patch you can have both changes applied to the iron sword, so it's damage would be 10 and weight 4.
Akzyra Posted March 24, 2018 Posted March 24, 2018 In case of conflicts of meshes/textures, it sounds like those mods all use the same assets resource.
KoolHndLuke Posted March 25, 2018 Posted March 25, 2018 Be very careful with textures and meshes. I'm not sure, but, the last mods meshes and textures that you install will overwrite any conflicting meshes and textures. An example of this is I was using a very specific blend of head model and textures for my female characters and installed an npc replacer mod without realizing the author had their own textures and models(nifs). His/hers completely overwrote mine and screwed the look of every character in my game and since I did my version many months ago, I couldn't figure out how to fix it. Usually an author will explain more or less exactly what their mod will do/change in your game. This author did not do that unfortunately for me. But, yeah, a merged patch will do like morpheousz has said.
Nintendude1236 Posted March 25, 2018 Author Posted March 25, 2018 OK, another example: I notice the Toccata follower mod is overwriting two script files from Diverse Dragons 3. Can a merged patch resolve this?
KoolHndLuke Posted March 25, 2018 Posted March 25, 2018 Unfortunately, I don't think so. You will need to load Toccata follower after Diverse Dragons 3 so her package or quests aren't screwed up. I could be wrong. Another instance where merged patch doesn't really help are nav meshes. In those cases again you will need to let one mod "win" a conflict. The way I did this in Whiterun for instance, was use the larger city mod first and then go in with the house mod and its smaller changes- letting it overwrite where needed. Typically what I try to do in my game is to choose mods that will conflict very little with meshes and textures and other things that can't be easily merged. Where you can't merge, load order becomes very important and some mods simply cannot work together unless you can fix them in the CK. Most ppl don't know how to do that. Look for mod author patches wherever you can find them and use those for two specific mods to work together.
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