Looking at
the http://gmml.pbwiki.com/Mod+Conflicts on
Galahaut's wiki there're number of conflicts and load order suggestions listed
that didn't make it into mlox_base, was there a reason for this? Or what
criteria did you use for selecting entries to include?
Well, I just
never finished. I was still planning on getting back to it eventually, but
anyone who wants to help, it would be greatly appreciated
.
I took the easiest ones first, and tried to verify them, where I could, as I
went along. As I worked on them I deleted them from a list, so here is a list
of the ones I haven't really looked at yet:
asgard (Asgard.esp) bygrumpy puts house next to Balmora pawnbroker----------------------------------------------------------------------Galahaut's Morrowind Mod List Wiki Mod Conflicts by Faceless_Wanderer##################################################Abandoned Flat Shack in Seyda Neen. Conflicts with: * Seyda Neen Docks & Haldenshore v1.1 - docks overlap with the shack.Abu's Retreat House mod. Conflicts with: * Gardeners of Morrowind - adds floating trees behind the house. Also replaces greenhouse trees with larger trees, making the greenhouse impassable. o Load Abu's Retreat in CS and rename the 6 trees in the Abu's Greenhouse cell. This fixes the problem with Gardeners of MW and also protects them from being replaced by any other tree replacer mod. * More Trees and Foliage - adds floating tree in front of the house. o Load Abu's Retreat in CS and rename the 6 trees in the Abu's Greenhouse cell. This fixes the problem with Gardeners of MW and also protects them from being replaced by any other tree replacer mod.Aerelorn's Combat Enhanced by Aerelorn Conflicts with: * Improvements#Cap Removal|Morrowind Decapitated o Author currently working on making it compatible.Armigers at Ghostgate Conflicts with: * Guarded Ghostgate - minor conflict where Armiger is stuck in rope. o Move the Armiger in TES CS.Armor of Jet and Gold by Jeremy McGuinn Adds armor for the Knights of Tamrielthat is obtained through a quest given at a tomb added to game. Conflictswith: * Vibrant Trees - places tree above tomb entrance.Authentic Signs: Inns and Taverns v1.1 Replaces signs for various inns andtaverns with new ones. Conflicts with: * Unique Signs o Load AFTER Unique Signs.B TopBalmora Expansion Combination mod for Balmora. Conflicts with: * Gardeners of Morrowind - cell conflicts. o Load after Gardeners of Morrowind.Beer! Merged with Necessities of Morrowind by Tarnsman Conflicts with: * Abu's Retreat o Load before Abu's Retreat * Vibrant Trees - tree sticking out of the side of the Twin Goats Tavern and minor landmass conflicts. o Load after Vibrant Trees. * White Wolf of Lokken Island - slight cell conflict in cell (-22,16) o Can be corrected in the editor.BE Soothsayer Conflicts with: * Nevana's Assistant's and ApprenticesBetter Seyda Neen Lighthouse Conflicts with: * Seyda Neen Docks & Haldenshore v1.1 o Use Pseron Wyrd's fix.Black Mill Conflicts with: * Seekers Faction - dialog conflict with conversation topic 'Inquisitors' * SellnSail GalleonBooty Isle Conflicts with: * Journey's End - cell conflict in cells (19,-12), (19, -13), (18, -12), (18, -13) causing possible CTD o Load Booty Isle after Journey's End to avoid the crash but conflicts will still exist.Cloak and Dagger Shop Conflicts with: * Witchgirl AdventuresChapels of Vvardenfell v2.0 Conflicts with: * Nevana's Assistants and Apprentices - chapel overlaps and covers some of Nevana's NPCs in Caldera, possibly also in other towns.Children of Morrowind by Emma Conflicts with: * Morrowind Comes Alive (Guard Patch) by Neoptolemus - Saves made in exterior city cells may be corrupted on loading. o Make saves in interior cells instead. * Tombs Expanded - causes game to crash on loading. o Solution 1: Before you exit the game, go into an interior cell and rest for +72 gamehours (or just wait in the cell for + 72 hours). This will make the '72-hours-bug/feature' reset all cells. Save again. Exit game. If you should have problems loading your other saves, you will still be able to load this one. o Solution 2: Use Wrye Mash to fix it. Further instructions found here. * Walled Balmora - Temple is moved into a CoM playground o Move temple in CS to fix it.Clockwork Tower Conflicts with: * Vvardenfell News - both use 'A_Fate' as an id. Clockwork Tower uses it as a creature while Vvardenfell News uses it as an article of clothing o Rename one of them in the CS to fix it.CM_Partners v2.2 (and v2.5 & v2.6x) by Cutthroat Mods Conflicts with: * MQB_AndromacheBB o If your partners are Nord, open CM_Partners in the CS and either change the Nord partners into another race or remove them and place them elsewhere in the game.Dracandros' Voice 2.71 Adds many choices and commands to NPC dialogue.Conflicts with: * LGNPC Project plugins - uses Background dialogue topic, which Dracandros' Voice removes.Dracus Durzog Armor v1.1 Conflicts with: * Indybank o Use the No Houses version of Indybank. o Move the tower in Dagon Fel.Dulsya Isle Adds landmass west/southwest of Vvardenfell with 2 cities andquests. Conflicts with: * Liligue Island Sea of DestinyE TopThe Entertainers by Bethesda Softworks Conflicts with: * Improved Inns - both add overlapping scripts to the proprietor of the Eight Plates.F TopFiremoth Expanded Conflicts with: * Seyda Neen Docks & Haldenshore v1.1 - overlapping boats.G TopGardeners of Morrowind Conflicts with: Some tree rearrangements to avoid weirdplacing with Gorg's * Balmora Expansion - cell conflicts and weirdly placed trees. o Load before Balmora Expansion. o Rearrange trees in TES CS. * Abu's Retreat * Sea of Destiny - some trees appear in mid-air o Corrected using the CS.Guarded Ghostgate Adds guards to Ghostgate. Conflicts with: * Armigers at Ghostgate - an Armiger is stuck in rope o Move the Armiger in the CS.Giants Conflicts with: * Village of Mora Uvirith - conflicting dragon01 creature entry causes a CTD if a dragon01 is encountered. o Delete dragon01 from Village of Mora Uvirith and any merged lists. * Haldenshore - spawn points placed in the new towns.Guide to... Graphics Replacer Conflicts with: * K_Scroll_Upgrade - changes the meshes of the same objects o Load after K_Scroll_Upgrage to change only the guides. o Manually edit to combine.House of Spears Conflicts with: * Suran Archery House o Fix available.Icatos Adds an underground town and quests to western Morrowind, reached by atravel NPC in Vivec. Currently no known conflicts.Illuminated Order Faction and quest mod. Misc. minor overlapping with othermods (mainly NPCs), like McAsmod's Werewolves and LGNPCP - Khuul. Conflictswith: * Indybank o Use Pseron Wyrd's Indybank compatible version.Improved Inns Conflicts with: * The Entertainers - both add overlapping scripts to the proprietor of the Eight Plates.Indy Armorer by Indestructible Conflicts with: * Complete Morrowind 5: Smithing Complete Morrowind: FullIndyBank by Indestructible Conflicts with: * Dracus Durzog Armor v1.1 - tower in Dagon Fel is moved. o Use the No Houses version. * Illuminated Order o Use Pseron Wyrd's compatibility version of Indybank.Journey's End Conflicts with: * Booty Island - CTD. o Load Booty Isle after Journey's End. * Moon's SpawnK TopKorobal Island Conflicts with: * Physiqued Capes - conflict with store inVivec.K_Scroll_Upgrade Conflicts with: * Guide to? Replacer - both try to change the meshes of the same objects o Load K_Scroll_Upgrade first to change only the guides. o Manually edit both plugins to combine them.Lilligue Island Adds large island chain landmass located south, off Vivec. Has2 towns and quests. Conflicts with: * Dulsya Isle VeldionLord Alt Tab Conflicts with: * Nevana's Assistant's and ApprenticesImprovements#Cap Removal|Madd Leveler by Madd_Mugsy Conflicts with: * Necessities of MorrowindMagic Effects Bug Fixes Conflicts with: * Wakim's Game Improvements by Wakim o Load before Wakim's Game Improvements.MentalElf's ArcaneGuard Quest mod for an armor set that gets new enchantmentsas more pieces are found. Conflicts with: * Chargen Revamped - AG loads a script during chargen, which mods changing the chargen can skip causing Morrowind to hang o Edit the AG script check to start switched 'on' or disable it. * QuickChar - AG loads a script during chargen, which mods changing the chargen can skip causing Morrowind to hang. o Edit the AG script check to start switched 'on' or disable it. * Other Chargen Mods - AG loads a script during chargen, which mods changing the chargen can skip causing Morrowind to hang. o Edit the AG script check to start switched 'on' or disable it.Moon's Spawn Conflicts with: * Journey's EndImprovements#Cap Removal|Morrowind Decapitated by Fliggerty MorrowindDecapitated utilizes existing game mechanics to remove level caps. What thismeans is that your skills will progress exactly as they always have. Falling,for example, will increase your Acrobatics Skill by the same amount dependingon height. Also, attribute multipliers will work just as they do in thevanilla game. (A future version will have an option to tweak these forbalancing purposes.) The over-100 levels are achieved by using a fortificationspell, which gives the benefit of having no level cap whatsoever. Also, any"corrections" that need to be done are handled automatically, requiring nospell or other intervention from the player. Conflicts: * Aerelorn's Combat Enhanced by AerelornMP*Canus' Necromantic Robe 2 Conflicts with: * Xanondorf's Rare Robes Collection - both try to change the robe worn by Goris the Maggot King.MQB_AndromacheBB Conflicts with: * CM_Partners v2.2 (and v2.5 & 2.6x) - NPC conflicts in Dagon Fel. o If your partners are Nord, open CM_Partners in CS and either change the Nord partners into another race or remove them and place them elsewhere in the game.Necessities of Morrowind Conflicts with: * Walled Balmora - objects moved into the wall at Caius Cosades' house. o Move the affected objects in CS. * Madd LevelerNevana's Assistant's and Apprentices Conflicts with: * Chapels of Vvardenfell v2.0 - chapel overlaps and covers some of * Nevana's hirable NPCs in Caldera, possibly also in other towns. BE * Soothsayer - placement conflicts. o Fix in CS. Lord Alt Tab - placement * conflicts. o Fix in CS.Pegas Horse Ranch by MadMax Ridable horses, complete with ranch. Conflictswith: * Beer! by Tarnsman - landscape cell conflict (11,13) o Use Tarnsman's Pegas Horse Ranch compatible version of Beer!. o Merge both plugins in the CS. * Exotics Boutique * SabreGirl's Morrowind Ecology by Sabregirl * Seeker's Faction * Sword of the Seven Spirits - cave entrance is in the same cell as Pegas Horse Ranch.Pseron Wyrd's "PW_redesigned vivec-vivec expansion" Conflicts with: * Vivec Neverine PalaceQ TopQuickchar Speeds up character generation by cutting out the dialogue and goingstraight to the Character Generation menus. Quickchar disables the script thatallows the player to use the bedroll in the Seyda Neen Census & Excise office.Conflicts with: * MentalElf's ArcaneGuard - scripting conflict.Sea of Destiny Adds an island chain landmass southwest of Seyda Neen withquests. Conflicts with: * Dulsya isle Havish Haldenshore Wizard's Islands.Seekers Faction mod. Conflicts with: * Living Cities of Vvardenfell - problem with a door to a Seeker's house * in Caldera. The Black Mill - conflict with the conversation topic * "Inquisitors"SellnSail Galleon Conflicts with: * The Black MillSeyda Neen Docks & Haldenshore v1.1 Conflicts with: * Abandoned Flat - docks overlap with shack. Better Seyda Neen Lighthouse * o Use Pseron Wyrd's fix. Firemoth Expanded - overlapping boats. Giants - * conflict with spawn points that Giants adds in Haldenshore. Seyda Neen * Fast Travel by Sea v1.0621Seyda Neen Fast Travel by Sea v1.0621- Conflicts with: * Seyda Neen Docks & HaldenshoreSuran Archery House Conflicts with: * House of Spears o Fix available.Sword of Seven Spirits Conflicts with: * Pegas Horse Ranch - cave entrance is in the same cell as Pegas Horse Ranch.Tombs Expanded Description pending. Conflicts with: * Children of Morrowind - causes game to crash on loading. o Solution 1: Before you exit the game, go into an interior cell and rest for +72 gamehours (or just wait in the cell for + 72 hours). This will make the '72-hours-bug/feature' reset all cells. Save again. Exit game. If you should have problems loading your other saves, you will still be able to load this one. o Solution 2: Use Wrye Mash to fix it. Further instructions found here.Vampire Realism II Conflicts with: * Necessities of Morrowind - in Fort Frostmoth. Walled Balmora - moved * temple overlaps with crypt entrance. o Move temple in CS.Velayia Adds new landmass west and southwest of Vvardenfell, south of Havish /City of Black Light area. Conflicts with: * Sea of Destiny - if Velayia is loaded after SoD it puts the SoD landmass under water. o Load Velayia before Sea of Destiny.Veldion Conflicts with: * Dragon's BreechVillage of Mora Uvirith Conflicts with: * Giants - shares dragon01 creature entry causing a CTD if a dragon01 is encountered. o Delete dragon01 from Village of Mora Uvirith and any merged lists.Vivec Nerevarine Palace Conflicts with: * Pseron Wyrd's "PW_redesigned vivec-vivec expansion"Vvardenfell News Conflicts with: * Clockwork Tower - both use 'A_Fate' as an id with Clockwork Tower using it as a creature and Vvardenfell News using it as an article of clothing. o Rename one of them in the CS to fix it.Walled Balmora Adds walls to Balmora. Conflicts with: o Children of Morrowind - moved temple overlaps with playground. o Move temple in CS. * Necessities of Morrowind - moved objects into wall at Caius Cosades' house. o Move objects in CS. * Vampire Realism - moved temple overlaps with Vampire Realism crypt. o Move temple using CS.Witchgirl Adventure Conflicts with: * Cloak and Dagger ShopXanondorf's Rare Robes Collection Conflicts with: * MP*Canus' Necromantic Robe 2 - both tries to change the robe worn by Goris the Maggot King.