This article lists the various compatibility stuff you might encounter, and how to fix it with a patch if you have the know-how to create one.
CIVIL WAR OVERHAUL
Load EpicRestoration first, then CWO. You will still lose the ability to cast Mend Injury on wounded soldiers in camps until I provide a compatibility patch. (I'm not even going to try to explain how to do that, the Civil War stuff is bonkers.)
MODS THAT ADD NEW SPELLS
Should work just fine as long as the mod properly updates vendor lists. Meaning, the spell mod shouldn't forcibly erase existing spells from those lists. Even if the mod DOES do that naughty thing, just load Epic Restoration after it and you'll be fine.
MODS THAT ADD NEW ALCHEMY PLANTS
Will work just fine; the Bloom spell will properly replenish them.
MODS THAT ADD NEW NON-PLANT SOURCES OF ALCHEMY INGREDIENTS
Will work, but because Creation Kit categorizes ALL alchemy sources as "Trees", Bloom will replenish things it shouldn't. For instance, Dragonborn adds oysters that produce pearls. Casting Bloom on an oyster will replenish the pearl, even though it shouldn't.
To provide a compatibility patch, create a mod with a startup quest that adds the non-plant "Tree" form to the EpicRestorationNoBloom form list.
MODS THAT ADD NEW CREATURES
Will work, but the Evolve spell won't work with the new creatures. For instance, Dawnguard adds "Chaurus Hunters". The Evolve spell SHOULD convert a Chaurus Reaper into a Chaurus Hunter, but won't until a patch is supplied.
To provide a compatibility patch, create a mod with a startup quest that adds the non-evolved creature to the EpicRestorationEvolveTarget form list, and the evolved creature to the EpicRestorationEvolutions form list. For instance, a Dawnguard patch would add Chaurus Reaper to EpicRestorationEvolveTarget, and add Chaurus Hunter to EpicRestorationEvolutions. Note that those lists are parallel -- the target and evolution must be in the same place in their respective lists (so if Chaurus Reaper is in position #20, Chaurus Hunter must also be in position #20).
The Preserve spell WILL work with the new creatures by default, but they will ragdoll a bit when you cast Preserve on them. To fix with a compatibility patch:
1. Create a new mod with a startup quest and a new form list.
2. Populate the form list with what the Preserve spell should restore, eg any drop items.
3. Append two entries to the EpicRestorationPreserveList:
3.a. The first entry should be a form that identifies your creature. That can be:
3.a.i A Race form (this is typically what you want to use)
3.a.ii A Faction form
3.a.iii A Keyword form
3.b The second entry should be your new form list (the one with the drop items)
4. If you want Preserve to provide 2, 4 or 10 copies of your drop item, append it to EpicRestorationPreserveTwo, EpicRestorationPerserveFour, or EpicRestorationPreserveTen.
MODS THAT CHANGE THE FOLLOWER SYSTEM
Will work, but the buff spells (Devotion, etc) will only work on one follower. Depending on how your follower mod is coded, it might not even work on that one follower (if your follower mode erases vanilla's default follower, for instance.)
Similarly, the Affinity spell may or may not work with mods that let you have more than one animal follower, or mods that let you travel with more than one horse.
There's no easy recipe for providing a compatibility patch for these, unfortunately. It all depends on how the follower mod was coded.
COMPATIBILITY
Started by
Haptly
, Sep 03 2014 02:20 AM
No replies to this topic
#1
Posted 03 September 2014 - 02:20 AM



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