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Compatibility with other mods


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#21
Corwin1971

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I have a question about Wet & Cold: Holidays

Not whether they work together. They obviously do. But it makes me nervous that W&C: H grabs any nearby NPCs for its celebrations, including NPCs from this mod, and that they won't go back where they're supposed to afterwards. Might it make them impossible to find? Might it interfere with triggers for quests/encounters? It's bad enough that Raynes was playing a drum in Dragon's Bridge, which is very unlike him, to say the least, but if it actually screws him up afterwards, that's a huge problem for me. I couldn't find anything about this on the W&C: H page.

#22
nonoodles

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In response to post #14179938.

Lol@Raynes playing on a drum, cannot unsee. xD

Hmm it's a valid concern you raise and one I can't give a definite answer to atm, unfortunately. I'll get in touch with the author and see if there's a way to work this out without doing a patch. To approach this from the other angle, are there any npcs you think *should* be taking part in the festivities? Excluding all INPCs might make the INPCs feel a little isolated from the game world.edit - for ex., Isobel in Falkreath can be considered a town resident and should be participating in the holidays and so on.

Also, that mod. I liek it. And seems like it needs Open Cities compatibility...

Edited by nonoodles, 26 April 2014 - 07:56 AM.


#23
Corwin1971

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In response to post #14179938. #14180538 is also a reply to the same post.

Yeah, it fits better for some of the NPCs, especially those who already live within settlements. I would imagine that the script for W&C: H doesn't discriminate except by geographic proximity. Lessening that proximity would help. That might be something anyone could do in the CK, but I'm not savvy enough to know how. I'm not a fan of how immersion breaking it is to see Raynes, for example, engaging in social revelry, but I'm even more concerned that it would goof up quests they're involved in, etc. Thanks for looking into it!

#24
Mathalor

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I found something that might be a conflict with Thunderchild - epic shout package.

Both this mod and the other make odd edits to a lvlanimalmountainsnowpredator npc_:0001e7a3. Thunderchild adds a persistentreference questitem displaysinmainmenu under record flags. 3dnpcs adds a long reference, placing an xmarker, under xesp - enable parent. I don't know enough to tell what both of those mean, but it sounds like they might be using the same tiger for two different quests.

Is this harmless, or is this something that can be solved by adding both entries to the npc using tes5edit, putting one or the other mod in a specific load order, or would something more invasive be needed?

Edited by Mathalor, 06 May 2014 - 01:31 AM.


#25
Mathalor

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In response to post #14494398.

Okay, I found another one, somewhat similar. The other mod is skyrim immersive creatures. This time, though, I think the answer is to just let SIC take precedence, because 3dnpc's edit here looks like it just relocates and initially disables a bench. SIC has it marked for some quest.

Both make edits to a bench in morthal exterior, under worldspace, 0000939c, <-9, 16>. 001033c4 placed object furn 000a4ad6 farmbench01f.

I'm still not sure about that quest marked snow predator, above.


Edited by Mathalor, 06 May 2014 - 03:59 AM.


#26
nonoodles

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In response to post #14494398. #14498293 is also a reply to the same post.

Will take a gander ASAP :)

#27
Mathalor

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In response to post #14494398. #14498293, #14508993 are all replies on the same post.

Thanks, I appreciate it.

#28
nonoodles

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In response to post #14494398. #14498293, #14508993, #14512128 are all replies on the same post.

Sorry for the delay, Mathalor. From what I can see,

- yes, 3DNPC initially disables the lvlpredator (for the Misha quest) that Thunderchild also uses in some way. Suggest completing the 3DNPC quest first so that the creature is re-enabled for TC. I am not at all familiar with TC but looking at its description, the predator might be used when you do the Kyne-related stuff. There isn't any other way to make this less conflictey.

- the bench in question is used for sandboxing by a travelling scholar in SIC when they visit Morthal on Tuesdays, something like that. 3DNPC not only disables this bench but also lowers it several units out of sight. Idk if this is really worth a patch - the scholar will probably not be visible on Tuesdays in Morthal (edit: more likely they will be standing around looking for a furniture object that's been disable). I have no idea what this scholar does in the mod so...yep, Tuesdays, Morthal. Not game breaking. You can simply remove the bench's entry in 3DNPC with TEdit. It might cramp Al Hassan's 'shop' space a bit but the scholar will be visible.

I'll see if there's a more satisfactory way to reconcile SIC and 3DNPC. Atm the conflict isn't terrible and you know what to expect now. Aaaand ofc if you load TC/SIC below 3DNPC, said behaviour won't happen :)
edit: although those witches might have a tough time dealing with the predator...let us know how it goes


Edited by nonoodles, 09 May 2014 - 03:53 PM.


#29
Mathalor

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In response to post #14494398. #14498293, #14508993, #14512128, #14597138 are all replies on the same post.

So, if I load TC after 3dNPC, the 3dnpc quest will still work, but a predator might be stronger than intended during one quest?

#30
nonoodles

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In response to post #14494398. #14498293, #14508993, #14512128, #14597138, #14644003 are all replies on the same post.

In a nutshell, yes. A patch that moved the predator to a safe distance might work. But I have to know why TC uses it and if the location is important first. Misha herself is set to essential for the duration of the quest.




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