missjennabee... could you tell me if there are any compatibility issues with Breezehome by Toothcutter? Thanks for your time!
3. Compatibility
Started by
missjennabee
, Jun 04 2014 02:19 PM
350 replies to this topic
#331
Posted 24 November 2014 - 02:13 PM
#332
Posted 24 November 2014 - 10:02 PM
I've never heard of that mod... but if it's just an overhaul of BReezehome.... then this mod won't effect it. It doesn't alter anything inside the cities.
#333
Posted 24 November 2014 - 10:33 PM
From what I can tell, it is also compatible with Dawnstar Sanctuary - Dark Brotherhood by jdegenerate
#334
Posted 27 November 2014 - 07:39 AM
Was wondering if there was a Compatibility Issue with[ Riverwood Reborn ] http://www.nexusmods...im/mods/30764/? ; and this mod D: When in Riverwood - Sven & Hilde's house seems to have been moved for the new houses behind - which causes all things where the house was to go invisible unless viewed at a certain angle also the door is off (Thats the only issue I've had - not game breaking and can be ignored but looks bad if you really like both mods together :< )
#335
Posted 27 November 2014 - 11:44 AM
Never mind, i played around with the load order and Disabled a few things in game
so its all good now
#336
Posted 27 November 2014 - 09:21 PM
I'll be testing it later (slow internet on downloading ETaC), but can anyone quickly confirm whether or not The Mad Masker (http://www.nexusmods...im/mods/35902/?) is compatible with the full version of this mod (or just the Whiterun Exterior portion)? It adds a building right outside of Whiterun (along the west wall). I'll check for myself once it finishes downloading and report back in case nobody responds.
#337
Posted 29 November 2014 - 01:23 AM
Ok just confirmed that it works just fine. I was concerned since The Mad Masker added a building just outside of Whiterun, but it's not in an area that is touched by ETaC.
#338
Posted 29 November 2014 - 05:00 PM
I use leafs rest mod in my game, but there is multiple trees clipping into it on the way out of town towards Whiterun. is it possible to remove those?
#339
Posted 29 November 2014 - 08:21 PM
I don't mean to bother you, but we really need a patch for Qaxes Winterhold Rebuild, to make it feel Winterhold glorious.
Because the stablesmen house conflicts with the blacksmith house, the stair of the gatewatch blocks the way to the skeever house, some blocks of stone block the way to a store, Qaxes also restores the door from Kraldar's House to the old location... And well, the gatewatch that Qaxe adds it's in an ankward place inside the buildings of stone.
I'm doing a compatibility patch, but I cant fix the paths of navmeshes: Guards stop patrolling in front stablesmen house,
Because the stablesmen house conflicts with the blacksmith house, the stair of the gatewatch blocks the way to the skeever house, some blocks of stone block the way to a store, Qaxes also restores the door from Kraldar's House to the old location... And well, the gatewatch that Qaxe adds it's in an ankward place inside the buildings of stone.
I'm doing a compatibility patch, but I cant fix the paths of navmeshes: Guards stop patrolling in front stablesmen house,
#340
Posted 30 November 2014 - 01:09 AM
Yeah.... usually 2 mods that alter the same town aren't compatible.



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