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.

===
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.



Sign In
Create Account

Back to top









