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Posted

Hey guys,

 

i'm making a mod in which i want to build a woodcutters hut/sawmill somewhere on the map. From what i can see the mentionen Landbridge, including surroundings, seems to be a spot which i could mess with, without breaking quests in the game.

 

I wanna be sure though, so that's why i am asking here if i am correct. And if you know mods i would conflict if i build there, that would be cool to know to too.

 

 

Posted

It's kind of a broad question but:

 

Mods:

It will always conflict with certain mods. Like the popular "The Train" mod could conflict with it as it adds a train station to the south.

 

Also "South of the Sea" (Quite popular), might conflict with it, which adds tons of new content.

 

Vanilla:

But when it comes to vanilla it shouldn't really. The safest route would be to create a small worldspace you could access by travelling near the border and then teleport to it.

Posted

It's kind of a broad question but:

 

Mods:

It will always conflict with certain mods. Like the popular "The Train" mod could conflict with it as it adds a train station to the south.

 

Also "South of the Sea" (Quite popular), might conflict with it, which adds tons of new content.

 

Vanilla:

But when it comes to vanilla it shouldn't really. The safest route would be to create a small worldspace you could access by travelling near the border and then teleport to it.

Thank you,

is it actually good praxis to make your own worldspace? I thought that it could be taxing on the game/player pc if every other mod makes their own worldspace.

Posted

Not taxing at all if you release it as an .esl or .esm, so not all things you've placed there are persistent (Always loaded). It does at least avoid all the possible conflicts

Posted

Not taxing at all if you release it as an .esl or .esm, so not all things you've placed there are persistent (Always loaded). It does at least avoid all the possible conflicts

Then that's what i am going to do, thank's a lot ^^

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