Mods overriding mods

Post » Tue Oct 04, 2011 5:17 pm

I'm in the position of wanting to modify the same object that another mod does, in my case the object is the Serpent's Wake and the other mod is Open Cities Reborn, which moves it. I would like to be able to disable it (to make it appear that it has sailed off for a while) and re-enable it later.

The problem is that it's not a persistent reference, and OCR does not remove the original and place a new one, it just moves it over a bit. So if my mod contains a Serpent's Wake with any change to its persistence it has to be in both places at once! I believe I'm going to have to provide a pair of Serpent's Wakes, and enable whichever matched the load order, but that's just this instance.

I'm sure I've read an article in the past that covered the creation of patches for mod conflicts, that would help me with this, but I can't find it. I need rules and examples and explanations.
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Trista Jim
 
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