Need some help with compatibility issues.

Post » Sat Dec 14, 2013 2:36 am

The mod I'm working on is appearing to be more complex than I originally thought it would be.

I wont say exactly what I'm trying to do, but it will involve rerouting vanilla NPCs to other homes within a city.

They will not be occupying their homes.

So it looks like I will need to edit their travel packages, as well as unlink them from beds, and whatever else they are linked to in their homes. And then change their packages to travel elsewhere.

This calls for possible major compatibility issues as the scope of this mod extends to all cities in Skyrim.

How wise would this be, and if it isn't, is there a more "mod friendly" way around it?

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Strawberry
 
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Post » Sat Dec 14, 2013 1:09 pm

If you begin to worry about your mod not being compatible with that of other modders', it would be faster for you to give up on making it. Just do it and inform everyone using it of the possible issues, clearly.

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FoReVeR_Me_N
 
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Post » Sat Dec 14, 2013 12:05 pm

Yeah.

I don't wont to reroute, actually, but leaving it as is would be immersion breaking for what I want to do.

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Ana
 
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Post » Sat Dec 14, 2013 10:43 am

It's hard to tell you what your options might be without knowing what you want to accomplish. Disregarding conflicts with other mods is one thing, but you are also likely to break most of the radiant quests in the game and I'm guessing that would cause endless annoying CTDs for anyone using it.

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Tiff Clark
 
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Post » Sat Dec 14, 2013 8:46 am

I didn't think about that. This feels impossible.

It involves the keys NPCs carry. You obtain the key, you gain ownership of the house. The way I've been doing that is attaching a script to every key and change ownership of the cell to the player upon retrieving them.

This while simple in method, present some problems. First of all, the beds have ownership set to something other than the cells default ownership. And for things like shops, the items sitting on the counter are under the services faction associated with that merchant. I didnt think it was wise to change ownership of shop items, so I simply added the player to that service faction, make it so those items are free to pick up and not tagged with "stolen".

Then came the problem with the player choosing not to kill the NPC but pickpocket the key instead, or locking picking and gaining the key through the Wax Key perk. While they own the home, the NPC will still have packages to do stuff in the home, hence immersion breaking.

And finally, respawn. Some cells have it where all of their containers are set to respawn and I can't change this in the editor without editing the base object. You know what that'll do if I do.

Edit: It's not *every* key. Only keys to NPCs I deem are "safe". So to speak. Quest related/essential NPCs are left out.

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Scott Clemmons
 
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