baloneysammich Posted September 6, 2009 Share Posted September 6, 2009 I use FO3edit to work out mod conflicts. The one thing I'm unsure about is how to resolve script conflicts. I know that editing the script source in FO3edit doesn't do anything. But if I create a 'merged' script in the GECK, will that work, generally speaking? For example, Broken Steel and 'GNR More Where That Came From' each add four variables to the 'RadioGNRScript'. I merged the two into a new mod and everything looks good in FO3edit. Except for the fact that the 'compiled script' entries are all identical... I'm not sure what to make of that (any explanations would be greatly appreciated). Are there other issues that need to be considered? Link to comment Share on other sites More sharing options...
gsmanners Posted September 6, 2009 Share Posted September 6, 2009 If the script is adding variables, that generally means something else is going on in the quest or in the dialogue result scripts that uses those variables. If you don't have a conflict in the quest and its dialogues, then I guess you're okay. No worries. :) If the script actually did something in the script with the variables or if the there is a conflict in the quest/dialogue results, then you will have to look at what all your mods that conflict there are trying to do, then logically construct a resolution with a combined modification (preferably constructed by hand). Link to comment Share on other sites More sharing options...
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