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Making patches for mods?

General modding guides and authoring tutorials.
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Dood
Posts: 87
Joined: Sat Jun 13, 2015 6:10 am

Making patches for mods?

Post by Dood » Sat Aug 01, 2015 2:05 am

Let's say there's 2 mods. One mod changes the weight of some items, while the other changes how much those items heal your character. Both mods edit the same item/object. How do I make a patch so that the changes done by the two mods don't overwrite each other and work together


Lucent ENB for TTW




Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

I had to use Wrye Flash to

Post by Lyndi » Sat Aug 01, 2015 2:11 am

I had to use Wrye Flash to make a bashed patch to do something similar. I imported the "stats" list of all the items in Realistic Weight Overhaul to add weight to items, without altering the other item changes made by IMP's More Complex Needs. Doing that seemed to work fine in that instance.


I'm sure there is another way to do it. If anyone knows how, I'm interested too. :)


Produces the programming equivalent of coffee stains.

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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

For a lot of things you can

Post by pintocat » Sat Aug 01, 2015 2:51 am

For a lot of things you can edit values of stats by script, with NVSE, so they're compatible with other changes to the base form. You can set value, weight, .. damn near anything when you also include the NVSE plugins by Luthien and JIP



duckyduckyquackquack
Posts: 34
Joined: Fri Oct 17, 2014 2:23 pm

Open the Plugins in FNVedit

Post by duckyduckyquackquack » Mon Aug 03, 2015 10:36 am

Open the Plugins in FNVedit and create a merged patch of the two files. You can then choose which data from which file you want to keep in the merged patch.



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