- How to load multiple master files in creation kit skyrim se mod#
- How to load multiple master files in creation kit skyrim se Patch#
- How to load multiple master files in creation kit skyrim se mods#
To fix deleted Navmeshes in your mods, Arthmoor has provided a walkthrough in Skyrim - Fixing Navmesh Deletion in TES5Edit Note the ones found to be deleted in the games masters, cannot be undeleted. Instabilities like fast travelling to a location and Skyrim crashes. Poorly optimized NavMeshes with errors reported by the CK will make Skyrim unstable.
How to load multiple master files in creation kit skyrim se mod#
Mods altering the same cell and the same NavMeshes when your mod is not optimized will cause Skyrim to Crash.
How to load multiple master files in creation kit skyrim se mods#
Properly optimizing your mods NavMeshes and checking your mod for Deleted Vanilla NavMeshes ( which can also be caused by a CK wild edit even if you did not do it yourself ) is important. Like deleted references, any mod that references a deleted NavMesh will cause Skyrim to Crash. XEdit will also report when a mod has Deleted NavMeshes as part of the report from Automatic cleaning. The following mostly apply to mod authors, but worth knowing about for mod users too : Zilav and Arthmoor, most valued technical and vastly experienced modding authors, weigh in on the subject. This is done using the "Undelete and Disable References" option.įor further explanations of why it is still recommended to clean the games masters. 圎dit can restore and properly assign values to these records that will disable them and still allow mods to access them. This problem particularly affects older mods ( especially mods that were made before newer official patches were released, with more deleted references the old mod did not anticipate - It will also become problematic for the Skyrim Special Edition community where old Original Skyrim mods are being converted to SSE, and Bethesda have deleted even more records from the plugins before they released the newer plugins for that version of the game ). Any mods loaded with references to deleted records from the Official Bethesda DLC will cause your game to crash. The Second reason is that Bethesda chose to delete some things that are in the Official DLC. Chance is remote that a master will affect another master, and this procedure is best used on all of your mods plugins, but cleaning everything of ITMs ( Identical to Master records ) causes no harm, is more optimal giving the game less to process in your load order, and so it is best to get rid of these completely unnecessary dirty edits. The masters are very early in your load order but there is potential for a mod to be made as a fake.esm, and placed among them, and so ITMs in a later loading master may cause problems for that mods esm. Which can alter mods that you have for Weapon Damage, Armor, Lighting, Food Effects and so on. It won't cause crashes, it just changes the values of plugins loaded before it. Wherever that plugin is placed in your load order its records overwrite all the conflicting records from plugins loaded before it ( the rule of one ) resetting the settings back to the values contained in the Official Bethesda DLC. The Official Creation Kits are notoriously buggy and randomly create dirty / wild edits, often when the author of the plugin is completely unaware. They exist because Bethesda may have looked at something in the CK and an unneeded entry was auto included in the plugin even though the item was not altered in any way.
How to load multiple master files in creation kit skyrim se Patch#
I don't think you can fix both in one patch file if that is what you were attempting, I think they will need to be separate patches so that only one or the other is required as a master for users.Firstly because the masters have entries that are identical to the same records in Skyrim.esm or other DLC esms'. Your new plugin will have Skyre_main.esp as its master file, and it will now work correctly.ĭont forget to go back to WryeBash and right click the SkyRe file, this time choosing "Espify self" to turn it back into an esp. Once it loads, make your changes and save a new plugin. Now boot up the C.K., selecting Skyre_main.esp - and don't set anything as the active file. This sets the esm flag on the file, so that the C.K. Boot up WryeBash, and then right click on Skyre_Main.esp and choose "Esmify self" The easiest way to do this is to use WryeBash. This ensures that they get listed as masters in your new plugin. If these are spells unique to SkyRe & Requiem, you will have to load those files as masters in order for the plugin to work correctly.