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  • How to change the HEDR - Header Version number from 1.70 to 1.71

    New merged content that is merged using Mator's zMerge program marks the new esps with a HEDR version of 1.70.  This can be problematic if the merge contains record ids with the new esl format, since the "HEDR - Header" version dictates how the plugin uses those records.  Therefor it is important to change the "HEDR - Header" version number so the plugin formids are displayed and read correctly and don't unintentionally overwrite base game formids they shouldn't.

    Note:  This does not apply to Skyrim LE users.

    Changing the number is easily done using SSEedit/Xedit. 
    Open the new merged plugin with Xedit.
    In the left panel you will see all the loaded plugins.   Right clicking on the merged plugin will open a window on the right displaying that p...

  • The importance of the HEDR - Header version number in modding.

    HEDR - Header

    The Importance of the HEDR - Header versions in modding for Both Skyrim and FO4.

    The Hedr version isn't simply a version number with no importance.  It
    actually provides functionality instructions for how the game and Xedit
    looks at plugins, specifically, light plugins or esl/espfe among other things.
    The HEDR - Header value for Skyrim is now 1.71 and the value for FO4 is
    1.0.  Previously, Header values were 1.70 and 0.95 respectively.  The
    older Skyrim Creation Kits won't recognize mods with new Header values
    and so can't open them, while the newer CK is backward compatible.  
    While this is the clearest and most widely known function, it is far
    from the only one.

    Originally esl...

  • Troubleshooting the Black-grey face bug

    TROUBLESHOOTING.

    There are several possiblities as to why people get the black/greyface bug.  Probably the most common reason is load order/asset order conflicts.

    Load order.  Mod A has Aela as an NPC.  Mod B also has Aela.  Mod A's assets load before Mod B's assets, meaning that Mod B's Aela overwrites the assets
    of Aela in mod A.  Now we move over to esp load order.  Mod B's esp loads before mod A's esp, so mod A overwrites, mod B, including Mod B's Aela.  So now I have assets from mod B, but facegen information from mod A's esp and a black face on Aela.  Asset and esp load order matters.  As long as assets and esp's are overwriting in sequence, it doesn't matter how many Aela's there are in 100 mods.  Only the last one is ever used.
    The s...