Cool stuff.
Curious - will you add compatiiblity patches for the following:
- KoTN
- Better Cities (possible conflicts with churches etc.?)
- AWLS (lights?)
- DS Sutch Reborn (Kynareth knights to be in the same faction)
KOTN: Yup. Huge thanks to the CSE team. I had difficulty before with editing the Knights DLC, which lead to frustration and the reason why I've delayed it so many times. But now, it's working great. I will fully play throughout the DLC to make sure no conflicts arise.
Better Cities: Yes.
AWLS: What do you mean?
DS Sutch Reborn: I'll look into it. I believe Sutch also has a chapel of Kynareth? If so I'll add the priests in the faction as well.
Fantastic news! Looking forward to trying it out.
Thanks!
Looking forward to 1.4. I've really wanted to try this, but have been holding off installing this since I also run KotN, Better Cities, and Kvatch Rebuilt, all of which have conflicts but which you indicated would be patched for 1.4. I'm hoping the eventual Better Cities patch will work with the Blood & Mud version of BC as well.
I'll look into the Blood & Mud version of BC and make a patch if needed.
I've recently played KotN while Losing My Religion was active, and I did notice a couple more conflicts than the ones you mention in opening post. Not sure if that's been adressed in this thread in the meantime, but a quick search made it look like you were not yet full aware of that, and think that the main problem is Anvil's chapel.
In general, KotN changes many of the chapels a bit, not only the Anvil chapel.
- It allows you to enter the Chapel Halls so that you're not trespassing. I believe it does this by adding you to some faction which has access there, and that YOUR mod changes the ownership of those cells from the general faction to some specific faction directly related to the god in question. So... this should change. It doesn't have any impact on the game anyway that you changed the ownership, since NPCs from the other divines' factions will hardly ever go there. And for KotN, it is sometimes necessary to enter the Chapel halls.
- In Chorrol, it places gauntlets on the floor and replaces the altar with its own version. The gauntlets don't conflict, but you placed a bookshelf to one side of them so that they're now in a very hidden spot. The altar, however, conflicts heavily, since you place your own version there as well. A compatibility patch would have to remove both altars and replace them with a new one which uses a mixed script (the script is VERY important for the quest - you have to activate the altar and get the blessing or you can't finish the quest, so that needs to be corrected.
- In Cheydinhal, you have to desecrate a sword at the altar one time, if I'm not mistaken. Now I haven't checked if there were any conflicts (because I turned LMR off after the severe problems in Chorrol), but it should definitely be checked.
- In Leyawiin, it adds a statue in the Undercroft that you have to activate, and later the Chapel gets attacked by Aurorans, which could possibly result in lots of dead NPCs and/or simply a VERY cluttered battlefield. I don't know if a fix for either of this is needed, but should be checked too.
- Visiting the wayshrines while KotN is active doesn't count for the chapel altars, since it's all part of the Pilgrimage instead. This is quite stupid in general, but for your mod a patch could change the conditions on the altars to "must have completed the Pilgrimage", and all would be well. Currently, I can simply not use the altars.
Those issues are all included in the patch, but thank you very much for providing the info Fearabbit. I originally left the gauntlets as they were, but I agree that it can take a long time to find them.
For Cheydinhal and Leyawiin's Chapels, the new NPCs are disabled during the attacks so they do not interfere. When I'll be testing the DLC, I'll see if I should remove or disable the chapel guards as well. If they crowd the place too much or if they kick too much Auroran butt, I'll disable them or place their corpse as the player arrives.
Sorry for being misleading about the compatiblity with KOTN. I barely played it but wrongfully assumed the major conflicts would be with the chapel desecration.