Hello,
Right menu click is an advanced technique??? Seems pretty basic to me, but :shrug: okay... Anyway, I've made my point.
http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4687802
Well... It is not an advanced technique for a lot of people... But I know a few others who don't know anything else than double click. Sometimes it leads to really strange results. :shrug:
However, if anyone does feel moved to address the question of how best to manage savegames for two (or multiple) characters using Mash, I would be quite interested to hear it. bjam, do you solve this by having more than one MW installation? It seems to me from playing around with my own mod list this morning that if you synced all saves to a load list that included mods for both characters (even mods you had no intention of using for one of the characters), you would be fine--that is, you would just check off Mods A, E, and F to play character 1, and Mods B, C, and D to play character 2. Er . . . except that doesn't take into account the merged lists.
http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4696282
I play with only one character at a time!
I'm nearly sure that you can have more than one character:
- Play with character 1
- use mod 11, 12, 13
- Play with character 2
- use mod 21, 22, 23
1 - Prepare games
- launch Wrye Mash
- check mods you want to use for character 1
- choose mods load order (change date)
- close Wrye Mash
- launch TesTool
- create "Merged_objects.esp"
- close TesTool
- Rename "Merged_objects.esp" to "Merged_objects1.esp"
- close TesTool
- launch Wrye Mash
- copy-paste "Mashed Lists.esp" from \Morrowind\Mopy\Extras to \Morrowind\Data Files
- Mashed Lists.esp -> right-click -> import -> Merged Lists...
- close Wrye Mash
- Rename it to "Mashed Lists1.esp"
You should do the previous things for the two games you want to play. The second time, replace each "1" with a "2"
2 - Begin to play
- launch Wrye Mash
- check all the mods for character 1
(mod11, mod12, mod13, Meged_objects1, Mashed Lists1)
- quit Wrye Mash, then launch Morrowind
- play, save (choose a name, then add a "1" at the beginning) and quit
- launch Wrye Mash
- check all the mods for character 2
(mod21, mod22, mod13, Meged_objects2, Mashed Lists2)
- quit Wrye Mash, then launch Morrowind
- play, save (choose a name, then add a "2" at the beginning) and quit
3 - Changing of character
a ) you were using character 1 and you want to use character 2
- launch Wrye Mash
- go to the save tab
- right-click on the save that you want to use (begin with a "2") -> Load master
- quit Wrye Mash
- launch game
b ) you were using character 2 and you want to use character 1
- well, you can try to do the same as above with changing the "2" to "1" and the "1" to "2"
- else, you can keep playing with character 2
4 - Changing mods lists for a character
a ) character 1
- launch Wrye Mash
- select save tab
- choose the save for which you want to change mods lists
- right-click -> Load master
- add / remove mods
Adding/Removing Mods From a Save Game
- Go to Mods tab and check the mods that you want to use.
- Go to Saves tab and select the save game you want to play.
- Right click on the top of the Masters List, and select "Sync to Load List".
- Click "Save". The checkbox for the save game should turn blue.
- if it is needed, repair your save
- quit Wrye Mash
- play
b ) character 2
- same as above, but change every "1" to "2"
- No, there is no "1" above!
:rofl:
Again, I have the most difficulty writing about things with which I have little personal experience--nothing ever gets into my levelled list so I have no idea if the calculation is thrown off if mods used in the calculation are not present. For MergedObjects I would think it should be okay.http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4696282
I think that there are different situation:
- Merged objects
I don't think it can be a problem if you remove a mod that was changing an object and keep the same Merged_objects.esp, but you'll keep the same stat for this object than before removing the mod (because informations about the object are stored in the mod AND in Merged_objects.esp)
- Merged Lists
Example:
lvllist1 is defined in Morrowind.esm.
It is also modified by mod1 and mod2, and mod1 add new creature type to this list.
You create Mashed Lists.esp with information from esm + mod1 + mod2.
Now, if you remove mod1, lvllist1 stored in Mashed Lists.esp still need the new creature added by mod1, and which are not still available.
Then, you have a problem:
"IDofcreature missing in Master Files"
OK, maybe I missed it - a newly installed mod with a yellow check box,
is the correct solution:
--> 'Masters'
--> 'File' RIGHT Click
--> LEFT Click 'Update'
That seemed to reset the mod and the master, in this case Morrowind, to the expected Green and Blue respectively. Looks good but I am slightly unsure what happened.
The mod .esp was updated to the master?
[N.B. I happen to agree with you, Bonk.]
http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4719460
Whew. What else. Yes, Ronin49--
yellow box, that's what I finally did to fix all my yellow mods. Took me forever to figure out (it helped that Wrye explained the general process above.
). I think it must be the same thing as that whole thing they tell you to do when you encounter the annoying message about master files having changed in your warnings.txt, of "load it in the CS, load the games' master files, and then resave, blah blah blah." Another example of how much easier life is with Mash, in my view--doing it in Mash took literally 1 second, loading the CS takes alone takes much more than that on my comp.
http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4719877Yes, if you do this, you update the "header" of the esp, which is a small piece at the beginning of the esp which stores data like name and date of the esm which are needed. And by doing this, you remove " the annoying message about master files having changed in your warnings.txt".
To remove this message:
1 - Wrye Mash
- Click on the mod name
- Click in the "Masters" tab
- Click on save
2 - Launch TesTool
- Select "Manage Active Plug-ins"
- Select all the mods that need to be updated
- Click on "Update header"
3 - TESCS
No, you don't want to know how to do with the TESCS, because it can lead you to make a "dirty" mod.
Bjam
Edit: invert "above" and "1"