Quick question about realism, enemy/creature and magic mod i

Post » Wed Dec 14, 2011 8:52 am

As part of my ongoing reinstall, I'm planning to add these mods:
--Basic Primary Needs, Realistic Health, Realistic Fatigue
--LAME, Fizzle
--MMM/creatures combination removed by request
--Tamriel Travellers, Traveling Merchants, Crowded Roads Revisited

Will these combinations "work" without major conflict or other issues (such as a PC that is constantly falling over due to 0 fatigue)? Anyone tried them?

Additionally - I'm a bit worried about adding MMM AND Creature Diversity AND Cats & Rats AND various Crowded Roads - type mods, since my laptop (Core II Duo 2.26GHz, NVidia GeForce 9600M GS) isn't all that strong. I'd like to avoid the "NPC just standing there because it's not being processed" issue as much as possible. Perhaps I should scale back a bit?
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Natasha Callaghan
 
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Post » Wed Dec 14, 2011 1:25 pm

Extreme disappointment that your even proposing to use experimental files I passed to you in all good faith in this manner.

I've PM'ed you with my thoughts.
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Agnieszka Bak
 
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Post » Wed Dec 14, 2011 9:57 am

Shikishima, I responded to your PM. Please take a look when you can.

I misunderstood what, exactly, you and the team require of an MMM beta tester. (This is the first time I've beta tested another mod, admittedly.) Fortunately, your message was timely as I have not started playing yet, and so can uninstall any mods that potentially conflict with MMM.

I sincerely apologize; it wasn't my intention to take advantage of your willingness to release MMM 3.8 early to me.
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candice keenan
 
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Post » Wed Dec 14, 2011 11:22 am

None of my business of course, but what's wrong with his manner? Is he still not beta testing it?

BFG99, the bash patch should be able to handle combining the various creature mods, but you may have issues with factions. Such as MMM creatures not getting along with the Creature Diversity monsters even though they may look like the same type of creature, ie: MMM skeleton and Creature Diversity skeleton in the same room.

I personally don't have experience with the other mods except crowded roads, but it gets along with MMM quite fine.
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Robert Jackson
 
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Post » Wed Dec 14, 2011 6:59 am

lonewolf--
Shikishima's point is that it's difficult to beta test MMM when I'm simultaneously using other mods that can affect creature spawn points or behavior. After all, if there's a problem with a given spawn point, which mod is responsible for it?

I assumed that the MMM team wanted a "real world" test, i.e. a test that (1) combined other mods many users are likely to use with MMM, and (2) that can provide feedback on MMM interaction with similar mods such as "Creature Diversity".

Clearly I misunderstood what the MMM team is looking for, as well as how to provide effective beta testing at this stage of development, so I'll be removing all mods that could potentially conflict with MMM 3.8.
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Jordan Moreno
 
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Post » Wed Dec 14, 2011 10:29 pm

How would one be able to know definitively if a mod conflicts with MMM?

Yes I'm aware of tes4edit, but what about script conflicts? For instance Duke Patrick's Melee combat mod also uses commands that are in Extra Wounding that have a high potentiality for conflicting and throwing off one mod or the other.
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Carlos Vazquez
 
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Post » Wed Dec 14, 2011 1:12 pm

Psymon--
That's why, for early MMM 3.8 beta testing, it may be best to strip down to only have vanilla, all the DLC, the unofficial patches, and MMM. (Though I am hoping I can keep some mods like Enhanced Economy, Map Marker Overhaul, and my three mods, which I doubt could conflict, in place.) I'm awaiting Shikishima's response on what he'd like me to do.
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Motionsharp
 
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Post » Wed Dec 14, 2011 4:01 pm

Hmm, to each their own I suppose. I see nothing wrong with what you did, but as I said, it's none of my business. :shrug:
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Peter lopez
 
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