Error during Applying script "Make new records from overrides": Error in unit 'OverridesToNewRecords' on line 21 : Type mismatchĬonvert overrides into new records, all references are updated with reindexed FormIDs Exception in unit line -1: Error in unit 'OverridesToNewRecords' on line 21 : Type mismatch
Updating ref: REFR \ NAME - Base \ _SNSnowDriftL02 "Snow" Override to new record: (places _SNSnowDriftL02 "Snow" in GRUP Cell Temporary Children of (in DLC2SolstheimWorld "Solstheim" at 16,16)) Start: Applying script "Make new records from overrides"
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.
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. If you use MO there is also no need to have these plugins active as the BSAs they call can be loaded without them. There should be no need to clean the HiRes plugins as these only call the textures into the game. What Michael states though is accurate, but in my opinion, unnecessarily cumbersome.ĭawnguard.esm - cleaned with TES5Edit produces a cleaned version and the first backup = .2015_04_14_21_36_17ĭawnguard.esm (this result of the first clean) - cleaned a 2nd time results in a new Dawnguard.esm and the 2nd backup = .2015_04_14_21_43_40 which is the same file as the cleaned Dawnguard from the first pass. This is where GamerPoet's suggestion and I differ. If, for any reason, you need the vanilla files restored, the best method is to just verify them using the Steam client. In fact you don't need to keep either of them. I think what you are asking is whether you need to keep both of those backup files? If that is what you are asking, then the answer is no.
Do I have to clean the Official Highrestexturepack.esp files? The issue is benign, but there's no harm in it and LOOT will continue to warn you about dirty edits if you do not.Īlso not 100% sure but couldn't find it mentioned anywhere. Follow the instructions as per the video, and then go back and clean Dawnguard.esm once more. Do I need to save both for this or just to most recent one?ĭisclaimer : Dawnguard's master file should be cleaned twice. I now have two files for Dawnguard. GamerPoets states when there are two files for the different cleans and nefftd states I need to clean Dawnguard twice. Using a combination of forums, guides and videos I was able to piece together mostly what I needed.