Mods compatibilities

Post » Mon Jan 24, 2011 6:37 am

I have beeen looking at some great mods and was wondering if the following mods would work with each other without any problems?
I was looking at; http://tesnexus.com/downloads/file.php?id=10256, http://tesnexus.com/downloads/file.php?id=6836, http://tesnexus.com/downloads/file.php?id=10233, http://tesnexus.com/downloads/file.php?id=21643, http://www.tesnexus.com/downloads/file.php?id=31773 and http://www.tesnexus.com/downloads/file.php?id=6359.

Also what is OBSE?
Many thanks
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Emmie Cate
 
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Post » Mon Jan 24, 2011 11:40 am

Obse, is the oblivion script extender, it lets modders do more with oblivion, by using extra features in obse.
I really dont see any problem with the mods though, as always, be sure to read the readme, its important :)
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P PoLlo
 
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Post » Mon Jan 24, 2011 3:02 pm

Let's see...
Minor updates to the imperial City
A collection of items (Almost always no compatibility issues with mods that only add new items.)
Ditto
A new town. The usual compatibility issue with these are if it is a very desirable location and multiple mods add stuff there, but even then you can usually just disable, or tcl through intersecting props... might hurt immersion a little bit though.
An expansion on a vanilla Guild... Not many mods touch the guilds or vanilla quests so these mods are usually pretty safe from incompatibilities. (There are mages guild and Fighters guild related mods that change a lot though.)
An overhaul of certain ai stuff... could conflict with other things that do the same, like guard mods and such, but things should be alright.

Personally I think people worry too much about compatibility issues... I mean it's important for modders to worry about it, but with all the utilities like Wrye bash and such these days... us mod users don't really have to worry. If nothing else it might come down to choosing which mods changes you like more and loading that one last, you don't even have to remove either of them. Mod users of course do have to worry about buggy, and dirty mods though.
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Phillip Hamilton
 
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Post » Mon Jan 24, 2011 2:02 pm

most of the times you won't really know if they're compatible or not. the basic steps are: try to use obmm to install all of the mods in omod format (or BAIN whichever you prefer), use boss to sort your load order and read the masterlist, it tells you what you need sometimes and what you can't have, use wrye bash and bashed patch. read every readme you ever dl, also every file o the nexus it'll normally have a compatibility section where the author tells you about the issues regarding it with some of the most popular mods, if there isn't anything mentioned about your other mods you should feel safe enough to go ahead. check out every mod's file list there might be a patch optional file you can dl, which patches up the mod with another mod, just do these things and normally you should be able to play without any major problems.
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naomi
 
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