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Now Taking Compatibility Patch Requests


mhahn123

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Starting to get a little burnt out on my current projects and just need a break to do something different for a short time. Helps to clear ones head now and again so thought I would offer to do patches if anyone has something that hasn't been created already.

 

Incoming requests do need to meet some basic requirements in order to be considered.

 

1. No porno or borderline nudity mods. I have younger children who often watch me while I work on mods. The wife just wouldn't approve....so apologies in advance but no can do.

 

2. Mod conflicts need to be tangible. Landscape disruptions, buried/floating objects, overlapping structures, etc. Scripting and quest building are still my weak points in the modding game. I know how...to a limited extent, but sorting out scripting/quest problems in a mod conflict may prove to be too much...at least for now.

 

3. Nothing involving FCOM....sorry it's too big, and tricky to get installed properly. I used it for a time but no longer have it on my pc.

 

Aside from those items anything else could be fair game.

Edited by mhahn123
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Well, as a good advise I would recommend you to spend more time with your children instead of working on a game in your freetime without earning Money. Think about it.

But if you really have nothing better to do you could make Arthmoors Sutch mod and ImpeReal City Sutch compatible with each other. I thought of letting the City be as it is, and Arthmoors Sutch Village is the village, in other words, the mods are co-existant-able ~ not as the authors wrote, they say sometimes you have to take one thing or another, but I think that these two mods combined are overhauling the complete original ment Sutch Region and a patch would be a really worth mod adding the County sutch to the game.

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Well, as a good advise I would recommend you to spend more time with your children instead of working on a game in your freetime without earning Money. Think about it.

But if you really have nothing better to do you could make Arthmoors Sutch mod and ImpeReal City Sutch compatible with each other. I thought of letting the City be as it is, and Arthmoors Sutch Village is the village, in other words, the mods are co-existant-able ~ not as the authors wrote, they say sometimes you have to take one thing or another, but I think that these two mods combined are overhauling the complete original ment Sutch Region and a patch would be a really worth mod adding the County sutch to the game.

Thanks for the "good advice" but in the future you may want to avoid those kinds of remarks. Could very easily be taken the wrong way. I'm now successfully parenting my 4th child and spend plenty of time with all of them. This is my hobby for my personal free time, which is rather limited.

 

As for the patch request...I'll take a look into it. I actually use Arthmoor's Sutch village but have never tried any of the Sutch City mods. If memory serves..The Dragon Captions version of Sutch uses pretty much the entire land area that Arthmoor's mod uses. Which would make a patch very difficult at best. Not impossible..but difficult and undoubtedly would involve relocating a lot of content.

 

I'll let you know what I see once I look at both in-game.

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I ment ImpeReals http://oblivion.nexusmods.com/mods/37867//? mod, not the Dragon Captions, wich isnt as good in my opinion.

With Silent Residents mod, there should be just a farm to be relocated not massive Areas. the Dragon Captions mod uses mixmatched City Tilesets, the real Sutch wouldnt look like that.

 

thanks,

Hagen

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Castle of Night, the mod which added A Castlevania clone to the Jerral mountains is inconpatible (Well it actually works and doesn't crash the game, but anyway)with Werewolf Legends of the North and the Midas Magic Balrog dungeon.

 

Basically the castle is placed in the same area as the Midas Balrog dungeon on top of it, and the Inconpatibility with Legends of the north is that this is the area is where the abandoned house is with all the corpses and the lyconthoropus is.

 

Basically, I need someone to move the cave away from the castle and to place the House corpses, and other clutter from the Legends of the north mod near the dip where the Bridge to the Castle of Night is located.

Sadly, I do not have these mods installed right now so I cannot take screenshots, but my description is pretty much what the problems are.

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Modular Oblivion Enchanced.

 

it's a small overhaul of sorts, but namely, It's the smaller .ESPS that have inconpatibilities wit hstuff.

 

 

I'm namely after Compatiblity Patches for the Mod it provides called Vampire Clan Raelu which adds a pretty danm good Vampire Clan to the game.

 

I havn't been able to play the mod because for whatever reason, it just won't stop gwhen I talk to a Raelu vampire or sometimes even get near one.

 

Generally speaking all of M.O.E needs comaptibility patches and revision, but I wouldn't know where to start.

 

So just install the Raeli mod and see if you can make it compatible with your stuff and realse bits n pieces as you go along.

 

Or if you're up to it, do the whole thing as M.O.E really offers the player a lot of morrowid esque content.

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I ment ImpeReals http://oblivion.nexusmods.com/mods/37867//? mod, not the Dragon Captions, wich isnt as good in my opinion.

With Silent Residents mod, there should be just a farm to be relocated not massive Areas. the Dragon Captions mod uses mixmatched City Tilesets, the real Sutch wouldnt look like that.

 

thanks,

Hagen

OK so I loaded the two up and took a closer look this evening. for the most part you are right. One farm has to be entirely relocated, which involves a good deal of landscaping no matter where it goes. Another...one with the cow pen...needs some landscape tweaking and moving some of the fencing. Need to relocate the patrol guards and x marker. Redo quite a few path grids. Biggest issue is the sutch faction. Both mods used exactly the same name for their npc faction. It's still much more workable than the other city though. I'll start mapping out changes tomorrow evening and consult a few experts on what to do with the faction issue. But won't take more than two nights once I get started.

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Modular Oblivion Enchanced.

 

it's a small overhaul of sorts, but namely, It's the smaller .ESPS that have inconpatibilities wit hstuff.

 

 

I'm namely after Compatiblity Patches for the Mod it provides called Vampire Clan Raelu which adds a pretty danm good Vampire Clan to the game.

 

I havn't been able to play the mod because for whatever reason, it just won't stop gwhen I talk to a Raelu vampire or sometimes even get near one.

 

Generally speaking all of M.O.E needs comaptibility patches and revision, but I wouldn't know where to start.

 

So just install the Raeli mod and see if you can make it compatible with your stuff and realse bits n pieces as you go along.

 

Or if you're up to it, do the whole thing as M.O.E really offers the player a lot of morrowid esque content.

I would like to help here, but without knowing specifically what conflicts to address I really wouldn't know where to start either. I took a quick look at MOE and it has several options. Lets start with the Vampire Clan... can you give me at least one specific conflict to look at?

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Castle of Night, the mod which added A Castlevania clone to the Jerral mountains is inconpatible (Well it actually works and doesn't crash the game, but anyway)with Werewolf Legends of the North and the Midas Magic Balrog dungeon.

 

Basically the castle is placed in the same area as the Midas Balrog dungeon on top of it, and the Inconpatibility with Legends of the north is that this is the area is where the abandoned house is with all the corpses and the lyconthoropus is.

 

Basically, I need someone to move the cave away from the castle and to place the House corpses, and other clutter from the Legends of the north mod near the dip where the Bridge to the Castle of Night is located.

Sadly, I do not have these mods installed right now so I cannot take screenshots, but my description is pretty much what the problems are.

Ok I used Midas enough to know the area around the Balrog Dungeon entrance. What you described doesn't sound too challenging but multi mod patches sometimes have hidden surprises. I'll try to get a look at this combo in my free time tomorrow evening and let you know what I find.

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