matortheeternal / smash

An application that provides a means of performing automatic conflict resolution between multiple Bethesda Plugin Files for TES and Fallout games.
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CELL Lighting changes not propagated #211

Closed cmeeren closed 5 years ago

cmeeren commented 5 years ago

As can be seen in the screenshot below, cell lighting (XCLL, but also Image Space XCIM and Lighting Tempate LTMP not visible on the screenshot) is not forwarded. For this patch all plugins except MLU.esp was set to Smash.All whereas MLU.esp was set to Smash.ForceAll.

image

matortheeternal commented 5 years ago

except MLU.esp was set to Smash.All whereas MLU.esp was set to Smash.ForceAll.

Typo? Which was it set to?

cmeeren commented 5 years ago

No typo, read again.

matortheeternal commented 5 years ago

OK, that sentence was throwing me for a loop.

So there's no problem here. Smash is doing exactly what you told it to do. ForceAll means that the record will be forced to the version in MLU.esp, and Smash will ignore conflicts in plugins loaded after it unless the plugin requires MLU.esp as a master.

cmeeren commented 5 years ago

Thanks. Sorry for the knotty phrasing.

Apart from modifying ELE_SSE.esp to include MLU.esp as a master (I have no idea what else this will do), is there any way I can include the lighting change from ELE? What happens if I set ELE_SSE.esp to Smash.ForceAll – will the FULL change from MLU.esp be overwritten with the one from ELE_SSE.esp (which is identical to master)?

Currently I have used Wrye Bash for merging the leveled lists, and have set MLU.esp to Smash.All. Not sure of the full consequences of this.

matortheeternal commented 5 years ago

I think your best solution is to create a new Smash setting based off of Smash.All where you only apply the "Force values" option to leveled lists, then use that for MLU.

cmeeren commented 5 years ago

Thanks for the tip! I'll try that.