Shadeybladey Posted November 10, 2009 Share Posted November 10, 2009 Is there any way this site logs and monitors the mods it hosts for compatibility and so on, like, to prevent two modders putting new mod locations on the same spot on the map? Or is there any way modders know how to place a mod location that is not on a site where an Oblivion portal will open up? Cheers ~ Link to comment Share on other sites More sharing options...
thePhilanthropy Posted November 10, 2009 Share Posted November 10, 2009 the closest thing would be BOSS. Among other things, it gives you feedback about many compatibility problems (in the generated logs). Link to comment Share on other sites More sharing options...
bben46 Posted November 10, 2009 Share Posted November 10, 2009 With 17,593 mods (as of this morning) that would be difficult to do. :whistling: However, many mod authors do make the attempt to let you know when their mod conflicts, and some make compatibility patches for popular mods so they will work. :thumbsup: With that many mods, the only real way to know if they conflict is to try it and see. :biggrin: Link to comment Share on other sites More sharing options...
Pronam Posted November 10, 2009 Share Posted November 10, 2009 Someone at bethsoft is making an attempt to do it, using some kind of torrent (finally put to use for a good thing...)-app that'll automatically see if any mods have been updated... but it isn't done yet. Compatibility not included though, that'll be quite difficult to impossible with the amount of mods there are. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 10, 2009 Share Posted November 10, 2009 Ultimately, the best way to do it is to just learn the basic premise behind how load orders work, read mod descriptions thoroughly, actually load up mods in the CS to see exactly what they change when you're unsure, and use conflict reports when you notice any problems. The problem however is that many more novice modders are using OBSE scripting to apply scripted, permanent changes to actors just to do something "neat", and never mention this. Meaning that more and more you have to peek at actual scripts to see what the mod does and how it does it. Short of this, there's no simple way to prepare a stable working order, and because much of this relies on the knowledge and experience of a person, it cannot be automated. If anything, the only way it can be helped is by encouraging authors to discuss technical details about their mod whenever they're doing something that involves changes to vanilla actors, scripts, objects, cells, quests, ect. But even then, not always that reliable since people often forget to clean their mods of unwanted changes before releasing, and forget that those changes were even made. Link to comment Share on other sites More sharing options...
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