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3. Compatibility


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#81
Edeldios

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Jenna, have another list of mods that have been tested with ETaC and have worked perfectly:

-Extended Encounters
-Enhanced Skyrim Factions Companions
-Hunting In Skyrim
-Thieves Guild Requirements
-Dwemertech
-Moon And Star
-Undeath
-Spectraverse-Magic of the Magna-Ge
-Wrath of Nature
-Wrath of Nature-Champion of Kynareth
-Druid Essentials
-Heljarchen Farm
-Skyrims Unique Treasures
-Portable On demand Disposable Unlimited Mannequins-SPODUM
-Buyable Paintings and Pictures
-Loot and Degradation
-iNeed
-Jaxonz Positioner

I've been mainly doing mod testing the last couple weeks since my characters are waiting for the new release of Civil War Overhaul 4 so I hope this helps!

Edited by Edeldios, 30 July 2014 - 06:16 AM.


#82
Khalifrio

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I just downloaded ETaC and only played with it for a few hours but I found one incompatible mod. I only got to Falkreath and Riverwood so far but I found two smelters in each town and I'm sure its going to be a problem for the other towns covered by ETaC. Which is a shame since it adds smelters to Solitude and the Skyforge as well and I hate to remove the mod and give those up.

Smelters Where they should be! by Skullmonkey. It can be found over on the Steam Workshop. Here is the mods description so you can see where it is going to cause issues with ETaC.

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"This mod adds Smelters to Riften, Falkreath, Solitude, Riverwood and the skyforge. It irked me that these major cities had forges but no smelters. So I decided to add them.

In addition to adding a smeltor to the skyforge it also adds the various other crafting implements as well as a fast travel point to Jorvasker. Also due to popular request (well really just 1 request but it made sense with the addition of hearthfire) I have added a fully smithy to the town of Morthal... that town did seem a bit weird without a smithy. It's attached to the guard barracks and there isn't a blacksmith yet but when I get a bit more time I plan on adding a blacksmith vendor so that you can buy goods from him etc."
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#83
JackArbiter

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I'm looking at maybe doing some patching for ETAC, and it would be helpful to have a better understanding of such things as MJBMorthalDisableMarker01 (placed on objects such as food) and MJBFalkreathLightToggleActivator (placed on lights and such). How are these used? If they are not present on these items what will be the negative effects? Thanks in advance, sorry to bother you with this.

#84
Custermurphy

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HI MissJenna. Great new version, still a huge fan of your series! I was wondering if skybirds might get a patch at some point. (Only minor incompatibility as it places a few nests that would have once been in trees or on houses, which sadly are now in mid-air.) The Birds themselves look great in your towns and villages!! - I really wish I knew how to patch so I could contribute...

#85
brakesbrakesbrakes

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In response to post #17149804.

sounds like it will conflict in Morthal as well. Just use different mods for smelters in Solitude and at Skyforge. The others all get smelters (and Morthal gets a small smithy) in ETaC.

#86
Khalifrio

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In response to post #17149804. #17407059 is also a reply to the same post.

@ brakesbrakesbrakes, I have done so. Just thought I would pass on the conflict so its on the list and so that MissJenna is aware of it the next time some one comes to report it.

#87
Edeldios

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In response to post #17022444.

Also just tested and confirmed to be compatible with ETaC:

-People Are Strangers

#88
Commando5551

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I found some strange floating half-walls in Grave Concoctions in Falkreath. They are around the same location as the counter, and I'm pretty sure they are the sides of the fireplace of the vanilla shop. It goes away when I disable EnhancedLightsandFX.esp and any dependents. But I have the ETaC and ELFX patch, and also this is a new save I just started. Another save I was playing a few weeks ago didn't have this problem, and everything I remember changing doesn't seem to effect these semi-walls. Certainly not game breaking, but I'm wondering why this is here now when it wasn't before with few changes to my mod list that shouldn't even effect this anyway. Thanks for any help you can offer.

#89
krondorr420

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I've been using your mod for ages ( absolutely love it! ) and finally got around to updating to your most recent version for a new game.

It now seems to slightly conflict with another mod I love to use, Mystical Illumination. Here's a few places in Riverwood I which I noticed a few conflicts: (used LOOT to sort btw)
pic 1
pic 2

Any help on how to get these two mods to get along would be appreciated.

Edited by krondorr420, 19 August 2014 - 08:44 AM.


#90
pressure68

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Hi missjennabee! I'm not sure if it's worth adding to your compatibility list, but Skyrim Bigger Trees (http://www.nexusmods...im/mods/17168/?) pretty much buries the entire area around the Falkreath player home and fletcher with trees. I didn't even realize there was a statue and fountain there until I kicked that shiznit to the curb, like I would any mod that interfered with your mod of pure awesome.




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