Skyrim Special Edition


This article is to help users understand common record conflicts between other plugins. We've made conflict resolution (CR) recommendations about what to do when these conflicts occur. Users should resolve any conflicts by way of a patch. Users who don't know how to make a patch can request one (see the Description).

Bashed Patch
We caution anyone using a Bashed Patch to inspect it thoroughly in xEdit, with their entire load order loaded!!!

The patching function of WB is not without faults. Since everything about WB is typically unknown to mod authors, very few include proper bash tags in their plugin descriptions. It's these tags that WB is using to create the Bashed Patch. Since some mods are missing tags, building a successful Bash Patch is not a "click and done" process. Building a successful Bashed Patch is usually a trial and error process of figuring out what mods in your load order need specific tags. This often includes checking and rechecking the resulting patch until the desired outcome is reached. Unless users know which bash tags to add to which mods in their load orders, just running it as a "click and done" process can actually break some aspects of mods; WB will not have the proper information it needs to properly forward conflicts in the load order.

So unless users know what their doing or are following a guide telling them to add specific tags to specific mods, please inspect those Bashed Patches!

Realistic Water Two includes the C.Water bash tag. According to the WB readme, this will forward the following records from RWT to the Bashed Patch, when RWT wins any conflicts. If there are no conflicts, it shouldn't be forwarding anything for RWT:

  • (XCWT) Water
  • (XCLW) Water Height
  • (DATA - flags) Has Water
  • (XNAM) Water Noise Texture
  • (XWEN) Water Environment Map


xEdit

Activator
CR Recommendation: RWT should always win.
RWT edits these records to change the waterTypes used for the activator, thus creating custom waters for these activators. RWT should always win these conflicts unless mod authors specifically state the conflicts are desired.

Cell
CR Recommendation: RWT should always lose cell record conflicts.
The cell records included in this branch are for the purpose of applying our custom water to the blacksmith troughs found within interiors. RWT's cell records are vanilla and include any possible fixes from the Unofficial Patch. Therefore, if there are conflicts with mods for these cell records, the conflicting mod's fields should be forwarded.

The one caution to look out for here are changes to any blacksmith station's "DATA - Position/Rotation" fields. Changes to these fields mean the blacksmith stations have been moved from their vanilla locations. Such changes will require a patch to correct the location of our added water activators, else users will have the water from the troughs floating above the ground somewhere.

Moveable Static
RWT makes changes to these records to apply our custom ocean wave sounds and adjust the bounds to our custom meshes. RWT should always win these conflicts unless mod authors specifically state the conflicts are desired.

Water
CR Recommendation: RWT should always win.
This entire tree houses the game's waterType records. RWT edits these records to produce our custom waters, therefore RWT should alway win these conflicts, unless a mod author specifically states the conflicts are desired. The one exclusion to this are Watercolor plugins. These plugins should overwrite the waterType records.

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TechAngel85

1 comment

  1. ZodiacBlack
    ZodiacBlack
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    Typically for me, what works best is using SSEEdit and checking for conflicts on bashed patch, then creating a new patch that overrides any specific changes from bash. Although, just make sure to move the patch out of the load order beforehand whenever you need to rebuild the bash, otherwise the bash will override it on next build.