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Compatibility with other mods


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#11
InAComaDial999

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Unfortunately, 3DNPC 3.05 created a conflict with Nernie's Thief Pack. The doorway to the House of Garments is in the exact same location as the Canal House, and both mods add very similar walkways and decks in the same locations. 3DNPC also changes the navmesh in that area, which interferes with other new houses in the canal that are added by Nernie's pack. Since I am using the Canal House in my game, I made a patch that disables all of the House of Garments exterior so that at least everything looks right; it's by no means a proper fix unfortunately.

#12
nonoodles

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In response to post #13754326.

This is disastrous, I love Nernies Thief Pack : (

Looks like another patch in the pipeline, if I can contact the author.

#13
Unedjis

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In response to post #13754326. #13755582 is also a reply to the same post.

Speaking of Navmesh there, my followers usually get stuck in front of the door. They can be sprint-bumped to a position from which they can make it across the canal by themselves (which means that there IS some sort of navmesh, right?) but it's tedious (so I use the console instead).

#14
nonoodles

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In response to post #13754326. #13755582, #13811238 are all replies on the same post.

There's a navmesh boundary right in front of the door, which may be why they are getting stuck.

In other news, any Thief Pack compatibility will have to wait a while as I've discovered it has some out of order subrecords.

#15
InAComaDial999

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In other news, any Thief Pack compatibility will have to wait a while as I've discovered it has some out of order subrecords.

 

 

Hmm.  I cleaned my copy in TESVEdit and it had some ITMs but it did not report any other errors, it should have caught that.



#16
nonoodles

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In response to post #13838598.

The error report appears in the messages pane while you run the *edit* apply filter for cleaning process.IIRC there were 4 subrecords listed as being out of order, portal markers and MGEF (magic effect), neither of which have entries in the mod itself. I'm no expert on this but it looks like the sort of stuff TESVSnip was said to cause, nullifying random data records.

Anywho, will do a re-check and contact author re patch as soon as time permits.

edit: decided they are not related to NTP.

Edited by nonoodles, 02 May 2014 - 06:55 PM.


#17
Maldaraan92

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In response to post #13463393. #13471943, #13472118, #13472643, #13472783, #13474093, #13474473, #13475623, #13500678 are all replies on the same post.

Thanks for the heads up!

#18
Mathalor

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Sadly, this mod is not compatible with Undeath, due to several conflicting navmesh entries under Worldspace.

I left a message with the other author, as he or she also wanted to be notified of compatibility issues.

Edited by Mathalor, 20 April 2014 - 07:05 PM.


#19
Mathalor

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In response to post #14021758.

I have learned since posting this that conflicting nav meshes are often not serious. The mods still conflict, but perhaps not as badly as I originally thought.

#20
nonoodles

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In response to post #14021758. #14044538 is also a reply to the same post.

Must have missed this earlier, sorry. You're right, navmesh edits won't be serious conflicts in the sense of crashing your game or anything bad. The nav from whichever esp is loaded lower will win out so you *might* see some strange npc pathfinding. Other than that, and barring any UDRs, it should be fine to use both together.




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