Is there an official mod confliction thread?

Post » Fri Dec 09, 2011 11:22 pm

Like a list of mods and what problems they cause?

If not, can this be the official mod confliction thread? :) Not a thread for posting what mods are causing your game to do weird things, but to post what mods you know of that causes problems.
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-__^
 
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Post » Sat Dec 10, 2011 12:04 am

I've noticed a couple of issues with:

Bloodmoon Overhaul + Frostmoth Docks Expanded (clipping issues)

Frostmoth Docks Expanded + Ships of the Imperial Navy - Bloodmoon version (clipping issues)

Neither of these issues should cause a crash, but visually they look a bit off. I've also noticed a variable level of problems with anything that alters the landscape and the popular grass/groundcover mods - you can often find floating or half buried groundcover as a result. Whether it's really noticable or not is another matter.

Atmospheric Sound Effects + Realistic Weather -> both of these alter Regional settings, so they conflict. The last to load should take precedence (or you can copy the adjusted weather percentages from RW into ASE and disable RW).

More Detailed Places Compilation + Mournhold, The Great Bazaar -> I noticed that several of the 'teleport' doors introduced to towns like Ebonheart etc were blocked by crates/barrels.
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Brandon Bernardi
 
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Post » Fri Dec 09, 2011 10:12 pm

NPC Interactions - had a problem doing the cloudcleaver quest. I sided with Sofie, and she ended up attacking me because I was attacking the Barbarian (like I'm suppose to do), and he even attacked me first. Might conflict with other similar quests.

Dark Ebonheart - Conflicts with Better Bodies and either the Vality's bittercoast or ascadic. It should be loaded before better bodies or it'll cause some npcs to have the default blocky body. There was even one in Suran in the strip club where the middle stripper had her default blocky torso body, but still had the Better Bodies for the lower body. And one of the trees in Vality's mod gets in the way of the crystal gate in Seyda Neen. It blocks most of the entrance way. It'll look like a tree growing crystals from the roots. You can however still enter the gate with the tiny opening on the top left.
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Dean Ashcroft
 
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Post » Sat Dec 10, 2011 12:58 am

Hmm, this isn't a bad idea.

The only conflicts I can think of at the moment are pretty obvious (like there's any number of mods which change the look of Seyda Neen that you wouldn't want running all at once), but I'll be sure to come up with more later.
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Nikki Morse
 
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Post » Fri Dec 09, 2011 11:06 pm

There's http://gmml.pbworks.com/w/page/5990246/Mod%20Conflicts old compilation, originally compiled by Faceless Wanderer.

And there's loads of conflict information in http://www.gamesas.com/index.php?/topic/1167004-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/.
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Sophie Payne
 
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Post » Fri Dec 09, 2011 11:54 pm

LCV and NoM both change the same dialog topic "Beds"
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LittleMiss
 
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Post » Fri Dec 09, 2011 2:34 pm

Improved Inns also changes the dialogue topic "Beds"
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Solina971
 
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Post » Fri Dec 09, 2011 3:05 pm

It's impossible to catalog every change for every mod. Use TESCD to check your own load order. You'll find every single entry that overrides another listed. Really useful for determining a load order that doesn't have mods breaking others, or at least breaking them in ways that are acceptable. I've noticed LCV and Vurt's trees for Bitter Coast conflicting insofar as trees are now intersecting houses and buildings, but it's not game-breaking. Just jarring. :P
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Claire Lynham
 
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Post » Fri Dec 09, 2011 10:54 am

A list of every conflict is rather impossible. Listing them in one thread is rather pointless, because who wants to search through an entire thread to see what might conflict?
If only there was some type of program that had compiled most of the conflicts, and would automatically check your Load Order for you??
Oh, wait... there is....
Use Mlox. It has the most up to date listing of conflicts for your Load Order.

Most other conflicts dealing with gameplay... well, they should be common sense.
(don't use two DB replacers at once. etc.)
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Hayley O'Gara
 
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Post » Sat Dec 10, 2011 12:54 am

I realize MLOX is a fantastic tool, but it is only as good as the most recently updated rules file and then only for those mods included in that rules file. TESPCD will check your entire load list for conflicts and show you which file is overridden by which other file, but even then it doesn't tell you what to do about it.

The basic rules for load order are:

  • he who loads last wins
  • esp files always overwrite esm files (because they load after esms regardless of date)
  • READ the README for every mod you intend to use


Beyond that, expect weirdness if you're running two (or more) mods that alter the same cell, NPC, scripts, or game behaviors like weather, travel, etc.
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Kelvin
 
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Post » Fri Dec 09, 2011 8:21 pm

I would like to know if MGSO mods (especially New Voices) conflict with Darknut's GDRv1. Has anyone used New Voices plus GDR?
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Laura Hicks
 
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