Noobish question RE: Cell edits...

Post » Mon Feb 11, 2013 2:52 am

I am doing compatibility testing with my ENB helper mod and various lighting mods, and find myself curious about certain compatibility behaviors concerning cells that one mod edits and another adds items to.

Take this screen for example.

http://www.iparadigm.org/images/test/tes5edit2.jpg

As you can see, both my mod (PNENB.esp) and Enhanced Lights and FX alter the weather of the Eldergleam cell. Well, actually MY mod alters the weather, it just gets set back to vanilla in Enhanced Lights. On the left side you can see Enhanced Lights and FX goes on to add several placed objects to this same cell (light sources I presume) which are NOT in conflict with my mod, since my mod doesn't touch or add any light sources.

My question however is how exactly does the game handle conflict resolution?

I know that if my mod is loaded AFTER Enhanced Lights and FX the game will keep my weather changes since later-loading mods take priority. What I want to verify is that the light sources added by Enhanced Lights and FX will show up as well even though it is loading later, since those are changes to the cell in question my mod doesn't make.

I would hope that only specific cell changes that are in conflict require load-order resolution, while any that don't exist in both will "bleed through," but I just want to verify this.
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Anna Watts
 
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