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Area of Effect Arrows plugins and patches #76

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IllusiveMan196 opened this issue Dec 27, 2021 · 3 comments
Open

Area of Effect Arrows plugins and patches #76

IllusiveMan196 opened this issue Dec 27, 2021 · 3 comments

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@IllusiveMan196
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IllusiveMan196 commented Dec 27, 2021

Following is copied from Discord:

Morrowind Masterlist, Area of Effect Arrows mod. There are actually at least 4 of them:
Official Bethesda plugin
2 Unofficially patched versions, merged and separate
Area Effect Arrows Integrated further improves and expands AEA content
BCoM's patch-replacer in folder 54 Area of effect Arrows, named Area Effect Arrows

Currently LOOT checks only plugin name and complains about BCoM patch which is supposed to be for every AEA version currently up for download. How to improve masterlist? CRC check for relevant version or something else?

@sibir-ine
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sibir-ine commented Jan 13, 2022

What specifically is LOOT complaining about? What's the message? Under which plugin is it displaying? Can you please link to the plugin if it's not one of the ones you've already linked?

@IllusiveMan196
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IllusiveMan196 commented Jan 13, 2022

  • Delete. Already included in Unofficial Morrowind Official Plugins Patched.
  • When using "Unofficial Morrowind Official Plugins Patched.ESP", it's recommended that you deactivate or delete this ESP file but keep the resources (e.g. meshes, textures) installed with this mod.

This appears only on BCOM replacer-patch file. Normally I'm using merged unofficial version with AEA Integrated + AEA Integrated (PAR Edit), LOOT has no objections to this combination. When adding NCOM file (it's there for a reason, right?) there's that error, still sorts mods with BCOM version high-up after esm files and before every other AEA plugin or BCOM files themselves.

@sibir-ine
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The replacer & UMOPP both add some if not all of the same references from the original AEA, so I assume loading them together will cause duplication & the visual issues that entails. I suppose AreaEffectArrows.esp's checksum could be used to disable those messages & just display an incompatibility message, but I'm not familiar with how cleaning dirty edits works in Morrowind & if either the replacer or original are dirty as that would complicate a checksum condition. I don't see anything else that could be used to differentiate them with regards to LOOT.

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