Hi, i'm trying to find a way to use my ModGroup within FO4Edit to still hide all the conflicts between mods that are added to the ModGroup file like normal, but be able to see changes new mods (mods not apart of the ModGroup), have made, even if there isn't a conflict, ie: "override without conflict".
If I add a new mod, I want to be able to open Fo4edit, enable my ModGroup, and apply a filter that also checks for "Overrides without conflict" (yellow background). Often times i end up adjusting or reverting changes new mods make.
For example, I have a mod that changes the names of objects and/or edits property values for the objects, then either by that same mod or my own patch plugin, the description is edited to match a particular scheme I am using. If later I install a mod that edits a certain object that hasn't already been modified by any other mods, I am going to want to merge the change into my patch plugin and edit the object's description to match the scheme i'm using.
The problem i'm running into: If i enable my ModGroup within Fo4edit and apply a filter with "override without conflict" also checked in the filter settings, the ModGroup ends up hiding changes if there isn't any conflicts. It appears to me that ModGroups will only allow changed records to display if they conflict with other mods (and of course if the conflict(s) aren't from mods that are added to the ModGroup).
I hope what I've explained and asked was clearly written and makes sense. I'm not that advanced in all the possible functions xEdit has and am hoping someone can tell me how to do what i'm trying to do or if there is any workaround to achieve the same thing. Thank you very much for reading.