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Compatibility with other mods


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#1
nonoodles

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How compatible is INPC with other mods?



In one word, very. So far.

Despite INPCs being scattered all over the land, the mod is very compatible with most other mods. Off the top of my head, I don't remember any serious conflict issues reported on the boards (meaning serious conflicts that haven't been patched).

So what's most likely to be conflictey?

Starting from most to least -

- mods that make very extensive edits to vanilla interiors and exteriors in the towns and cities ( as in, rearranges them a lot) are bound to be at severe odds with INPC. This includes most town and city overhauls especially if they also edit the vanilla inns. Exterior edits to these same locations will play along to a certain degree. INPC uses some vanilla objects such as furniture and if these are disabled or moved by the other mod, you can expect some minor or not so minor issues.

***INPC places buildings in a few locations, which may overlap with another mod using the same location.

- big gameplay overhauls like Skyre, Requiem and SPERG should be fine with the only issue being that INPCs and some reward items might be nerfed without a patch.

- while they edit interiors, lighting/weather overhauls such as Climates of Tamriel, Realistic Lighting Overhaul, ELFX etc will be compatible. So will weather-only mods and most other stuff relating to environment makeovers

- skill or actor overhauls such as mods remaking smithing, archery, dragons, combat etc. are compatible. INPC does not edit anything relating to gameplay.

- new worldspaces like Falskaar will not conflict at all

- if you're using My Home is Your Home (MHYH) don't set a home for your INPC follower until you have completed all quests involving them. To find out which quests are associated to your follower, please visit 3dnpc.com.

Additionally, you might have opened 3dnpc in TES5Edit and seen it has some levelled lists. Note that these lists are specific to and used exclusively by INPC and are not intended for distribution among other npcs in Skyrim. In other words, vanilla levelled lists are NOT edited by this mod so there is no need to include INPC in your bashed patch.

Still, if there is a mod that has some sort of a problem with INPC, leave a comment here or make a request for a patch, and I'll see what can be done. Being absolutely hog-tied with all sorts of RL and mod stuff, I do want to make it clear that there's some sort of criteria about the patches I can make:

- the mod should be a finished mod, or very near completion. << this is so I don't go crazy updating patches for 84389309 WIP type of mods.

- aesthetic overhauls of cities and towns are dicey stuff, in the sense that you certainly don't want my grubby, clunky mitts all over them. So yes, leaving these in their author's more capable hands. : D

******
N.B. for users of Live Another Life - Alternate Start: Get through the alternate start first before activating 3dnpc. This is especially true for the Abandoned Prison and necromancer's apprentice/thrall (or whatever) starts.

******
FallowEarth reported a major issue with True Bound Daedric Armour - Carmella's idling at the altar appears to cause a terrific storm, exterminating half the countryside. I'll be checking this out, until then consider yourselves cautioned.

Edit: you can compatibilise the two mods yourself via these methods.

First method: Load up the Bound Armour mod in Creation Kit. Search for 'CraftingAlter' under World Objects > Furniture. Open it up and tick the 'Ignored by sandbox' box.

Second method: Load up the Bound Armour In Tes5Edit. Look under Furniture and click on CraftingAlter to highlight it. Now look at the right hand pane. Go to FNAM - Flags and right click on the empty field in its row. Click Edit and a small window will open with a lot of zeroes in it. Change the zeroes to 01. Click OK and you will see that it is now flagged as 'Ignored by sandbox'. Save the esp, play with an easy mind.
Posted Image

===

Conflict with Become the Jarl of Ivarstead:

During 'Idle Dreams' Amicus may get stuck in the inn. Go to where the bedrolls are (they will be in mid-air but nevermind) and move him to your character via console. The command is

prid xx1E9D27
moveto player

The quest should progress as per usual after this.

Remember! using placeatme only spawns a clone of the npc and will not work!


In progress:

-----

Available:

Interesting NPCs Follower Perk Add-On(with optionals for Requiem and Perkus Maximus)

NPCs Protected Redux (this is more of an add-on intended for high difficulty playthroughs)

Qaxes Winterhold Rebuild (only moves Francis the horse to a more unobtrusive place; nothing will break if you don't use it)

Requiem

RSChildren patch

Skykids patch

TKChildren

XVision Children - Redone

edit 19/10/14: you can get updated XVision patches for both INPC and InconNPC from this temporary link (mediafire)

Temp link to Nernies Thief Pack patch is here. Main file is required - install it first then overwrite that esp with this esp.

I'll post links to other patches as they become available.

Edited by nonoodles, 16 November 2014 - 07:09 AM.


#2
Unedjis

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There is a patch for Expanded Towns and Cities already (thanks to our lovely missjennabee, who has been criminally absent as of late) BUT it only fixes some floating and clipping stuff. Maybe this is a good place to say that in order to do the Darkened Steel questline, you'll need the inn-less version of Dawnstar. During one of the quests, there's a scene in that inn that doesn't play with ETaC's modified version.

#3
nonoodles

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In response to post #13463393.

Right, I forgot about that. Though it says on the download that it's no longer required for Dawnstar?

yea I remember some messy clutter going on in Morthal. Meant to do a patch to remove the blacksmith there as well, so Al Hassan would be the only smith. it was a bit weird to have him talk like he's the only one in town...or maybe it's called psyching out the competition? : P

on another note, exactly HOW many INPC kids are there? I've got Olette, Henrietta, Thorolf, Ulrund, Renni plus 3, 4 generic kids in varying states of health. i *think* those are all.

Edited by nonoodles, 01 April 2014 - 04:49 PM.


#4
JohnNav

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In response to post #13463393. #13471943, #13472643, #13472783, #13474093, #13474473, #13475623, #13500678 are all replies on the same post.

Amazing Follower Tweaks by Dheuster - Please get the Aft-INPC Compatibility Patch with AFT_ManagedFollowerBoost
Located in AFT Down Load Section ;)
http://www.nexusmods.com/skyrim/mods/8429

With AFT you get 64 followers. Full werewolf support including ability to turn followers
into werewolves/Vampire (lords). Possession and a sleep command. Pack Mule
support (followers have 1000 carry capacity) including item fast transfer
and automated fencing.

Control follower gear, combat spells, combat style, aggression, morality
and courage. Followers will ride horses, make camp, ignore traps and
friendly fire, recharge weapons, teleport to the PC on weapon draw and
even dance...

Watch or manage your followers level up, view stats, perks and spells.
Create and assign up to three outfits (support for custom items). Pose
followers around your house/camp or just tell them to hangout where you
want them. Various other Follower AI updates.

Edited by JohnNav, 08 April 2014 - 03:17 AM.


#5
nonoodles

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In response to post #13463393. #13471943, #13472118 are all replies on the same post.

You won't get quest-breaking issues or anything without a TK patch, the kids' faces will just look somewhat weird.

I don't know about Xvision or its patch, unfortunately.

#6
JohnNav

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In response to post #13463393. #13471943, #13472118, #13472643 are all replies on the same post.

Thanks, nonoodles - I just started a new game with TKC :)

#7
Unedjis

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In response to post #13463393. #13471943, #13472118, #13472643, #13472783 are all replies on the same post.

Yes, that's exactly what Jenna's patch does. Al Hassan is the only blacksmith now. I don't think Jenna had the one broken quest in mind though because that would have required undoing all the changes to the inn (she couldn't have known what to change without playing the quest, which she most likely didn't have the time to, because the problem isn't clipping furniture but something a lot more obscure, which I don't really know either). I think the notice refers to the exteriors.

#8
nonoodles

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In response to post #13463393. #13471943, #13472118, #13472643, #13472783, #13474093 are all replies on the same post.

So what does the patch do? I mean, you can go modular and use the no-inn-changes one, right? Or do you mean the dialogue with Sahlene outside before you go in? <<<bit confused

just asking..

Edited by nonoodles, 01 April 2014 - 06:02 PM.


#9
Unedjis

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In response to post #13463393. #13471943, #13472118, #13472643, #13472783, #13474093, #13474473 are all replies on the same post.

I don't know what the patch changes outside of Morthal. So far, I'm only aware of the changes there (clipping stacks of firewood and blacksmith removed, inn altered so there's no longer a floating chest). The problem with Dawnstar's inn is already in the first quest, I think, where there's supposed to be a scene playing between Frik and some other guy, about the dagger, but it can't because for some reason Frik isn't at the inn and the other guy stands right at the entrance instead of sitting in the chair in the player-rentable room. Maybe Jenna disabled the chair he's bound to or something, I dunno. Using the inn-less version fixes the interference. Haven't switched back afterwards, so I dunno how it would play out with Tikrid and Sahlene.

#10
nonoodles

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In response to post #13463393. #13471943, #13472118, #13472643, #13472783, #13474093, #13474473, #13475623 are all replies on the same post.

Oh ok, forgot about the paper mirror.




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