i like your spirit, but still not sure WHAT this mod does exactly. Probably some more infos would be useful, cause i am honest, i have both mods installed and am tempted to install your mod, but hesitate since i have no idea or given examples what it does exactly.
When you write these descriptions, ALWAYS imagine that people have literally no idea what you are into, what you talking about or what you intend. That is why a lot of presentations look often so boring if you are "into the matter" already. But for others it is valid and important infos.
I am IT Business and Admin myself, i could tech babble talk everybody into the ground but i wont ever do, cause i want people to be "with me".
Keep doing the good work, and i hope i figure this time out myself what tweaks your mod does.
From the description "resolves conflicts and extends tweaks to new ship parts added by Better Ship Part Flips." It resolves conflicts when records in both conflict so they work together. And if you use any of the new flips from Better Ship Part Flips without this patch, you won't get any of the added features from TN's Useful Ship Structure (usually added hull, but sometimes other stuff like max shield strength, etc.) Sorry if "resolves conflicts and extends tweaks to new ship parts added by Better Ship Part Flips." was too concise.
Angryangel81, Better Ship Part Flips and TN's Useful Ship Structure both modify the same records for structural parts in the Ship Builder. Whichever modifies the record last (whichever is lowest in your load order) will "win" and the changes from the other mod will be lost. This patch creates a fourth record (baseline, Better Ship Part Flips, TN's Useful Ship Structure, and now this patch) which has the modifications from both mods so you can benefit from TN's statistic changes and the additional flips. To make it work, you will need to have Better Ship Part Flips and TN's Useful Ship Structure installed and enabled in your plugins.txt file and then install this and add BetterShipPartFlips - TNUsefulShipStructure Patch.esm to your plugins.txt file after the other two mods. This won't work with TN's Ship Modifications All In One.
These principles apply to all esm mods.
If the mods change the same record, the last modification loaded in your plugins.txt will take precedence.
What constitutes as a record varies and can be hard to predict without opening the files in SF1Edit.
A patch needs to be loaded after the mods it is patching.
If you are comfortable with more technical matters, you can create patches in SF1Edit just make sure to make the changes in your own esm instead of modifying a downloaded esm or the base game's esms.
RickyTheOx - arranging load order may work for you, but it won't resolve conflicts. A patch like this gives you the functionality from both parents. What you're doing just determines which mod overwrites the other.
11 comments
i like your spirit, but still not sure WHAT this mod does exactly. Probably some more infos would be useful, cause i am honest, i have both mods installed and am tempted to install your mod, but hesitate since i have no idea or given examples what it does exactly.
When you write these descriptions, ALWAYS imagine that people have literally no idea what you are into, what you talking about or what you intend. That is why a lot of presentations look often so boring if you are "into the matter" already. But for others it is valid and important infos.
I am IT Business and Admin myself, i could tech babble talk everybody into the ground but i wont ever do, cause i want people to be "with me".
Keep doing the good work, and i hope i figure this time out myself what tweaks your mod does.
♥♥♥♥♥
Angel
It resolves conflicts when records in both conflict so they work together.
And if you use any of the new flips from Better Ship Part Flips without this patch, you won't get any of the added features from TN's Useful Ship Structure (usually added hull, but sometimes other stuff like max shield strength, etc.)
Sorry if "resolves conflicts and extends tweaks to new ship parts added by Better Ship Part Flips." was too concise.
Better Ship Part Flips and TN's Useful Ship Structure both modify the same records for structural parts in the Ship Builder. Whichever modifies the record last (whichever is lowest in your load order) will "win" and the changes from the other mod will be lost. This patch creates a fourth record (baseline, Better Ship Part Flips, TN's Useful Ship Structure, and now this patch) which has the modifications from both mods so you can benefit from TN's statistic changes and the additional flips. To make it work, you will need to have Better Ship Part Flips and TN's Useful Ship Structure installed and enabled in your plugins.txt file and then install this and add BetterShipPartFlips - TNUsefulShipStructure Patch.esm to your plugins.txt file after the other two mods. This won't work with TN's Ship Modifications All In One.
These principles apply to all esm mods.
If you are comfortable with more technical matters, you can create patches in SF1Edit just make sure to make the changes in your own esm instead of modifying a downloaded esm or the base game's esms.
Thanks Gambit77 for the patch.
And thanks to Gnomenclature i also understand the problem, the topic and the solution of yours now. Endorsed.
♥♥♥♥♥