Cell-Merging. Impossible?

Post » Sat Nov 16, 2013 12:21 pm

Hi there!

So, I'm at a loss. I've tried everything, it seems, but with no success.

I recently found a mod containing a player house that seemed a perfect replacement for my current one that I've used since forever.

Problem is that I've grown quite dependent on some of the features in my current home which I've customized during time.

So usually I would just load up both the mods with the target .esp marked active and copy-paste the content, but this is where the problems appear.

Some of, or rather the majority of these Items/Statics use custom textures so I have to somehow get the target Mod use the same Data-library as my previous file.

I've tried merging via TES5Edit using a script newly released unto Nexus by Matortheeternal, but It failed duw to problems with Cell-merging.

TESVGecko doesn't seem supported anymore and my old copy would just crash and TESVSnip would just bundle it all together making a file not readable by CK.

I tried setting up Version Control for CK but apparently something is blocking my computers ability to share files. But thats a whole other problem.

My question to any of you is however: Is there anything I can do except spending the next 100 hours by manually copying everything into the new file.

Is there any way to make a file dependent on- and use another file as a parent, e.g. making it use the same Data?

Cheers!

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Epul Kedah
 
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Joined: Tue Oct 09, 2007 3:35 am

Post » Sat Nov 16, 2013 9:13 am

Does only one of these mods have the custom meshes and textures? Then import into that one rather than bringing the custom stuff into a mod that uses stock resources.

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Sami Blackburn
 
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Joined: Tue Jun 20, 2006 7:56 am

Post » Sat Nov 16, 2013 2:50 am

Unfortunately they both do... I even looked up which mod used the least Custom mods for the worst case scenario, but it's about the same.

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Michael Korkia
 
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Joined: Mon Jul 23, 2007 7:58 pm


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