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knights of the nine is conflicting with wizards tower


newagewizard

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[Knights.esp] (unparented) - Active

EDID 'AltarofKynareth' of record type SCPT conflicts with 1 other plugin.

DLCFrostcrag.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AMBTowerGardenLP01' of record type SOUN conflicts with 1 other plugin.

DLCFrostcrag.esp (Record type: SOUN) (Unparented) (Active)

EDID 'AMBTowerGardenLP02' of record type SOUN conflicts with 1 other plugin.

DLCFrostcrag.esp (Record type: SOUN) (Unparented) (Active)

EDID 'AMBTowerGardenLP03' of record type SOUN conflicts with 1 other plugin.

DLCFrostcrag.esp (Record type: SOUN) (Unparented) (Active)

 

 

[DLCFrostcrag.esp] (unparented) - Active

EDID 'AltarofKynareth' of record type SCPT conflicts with 1 other plugin.

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AMBTowerGardenLP01' of record type SOUN conflicts with 1 other plugin.

Knights.esp (Record type: SOUN) (Unparented) (Active)

EDID 'AMBTowerGardenLP02' of record type SOUN conflicts with 1 other plugin.

Knights.esp (Record type: SOUN) (Unparented) (Active)

EDID 'AMBTowerGardenLP03' of record type SOUN conflicts with 1 other plugin.

Knights.esp (Record type: SOUN) (Unparented) (Active)

 

 

I ran a conflict test and they came up red these 2...

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IT seems That the add-on from The game of the year addition knights of the nine conflicts with The wizards tower and Cobl Tweaks.

The unofficial patch also conflicts with it as well as all of the official plugins conflict with the unofficial patch.

I Do not know what to do.

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You should often take conflict reports with a grain of salt. Most conflicts listed on the report are benign. They do nothing to alter the gamer's experience in a negative fashion. For instance, I might make a mod which moves the bush .5 meters to the left. In Joe's mod, the bush gets moved .5 meters to the right. This is going to show up red on the conflict report, and people will agonize over whether or not to use Joe's mod or mine. In truth you can use both, and 99.9% of gamers will never even notice that the bush got moved by either mod.

 

I recommend that you just use the mods and play the game unless the readme of Wizards Tower tells you not to use it with Knights of the Nine. If you find true conflicts that generate bugs and problems, then you can turn one or the other of the mods off.

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Well I found Out That I have to disable it In order to play the dlc.

I ended up having to reinstall oblivion because it crashed each time i went to the wizards tower.

 

Curious, I play KoTN along with Frostcrag without problems (apart from some strange cell names using the teleporters, like testbrumahousemid or something, but I think it could be caused by another mod like unofficial mods patch)

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Well I found Out That I have to disable it In order to play the dlc.

I ended up having to reinstall oblivion because it crashed each time i went to the wizards tower.

 

Curious, I play KoTN along with Frostcrag without problems (apart from some strange cell names using the teleporters, like testbrumahousemid or something, but I think it could be caused by another mod like unofficial mods patch)

I play Kotn + Frostcrag + UOP + UOMP and don't have this problem

 

its inconceivable that UOMP could cause this

 

Official DLC simply don't clash (however they do occasionally lock each other's doors - fixed by UOMP)

 

that leaves

 

third party Mod problem.

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Well I found Out That I have to disable it In order to play the dlc.

I ended up having to reinstall oblivion because it crashed each time i went to the wizards tower.

 

Curious, I play KoTN along with Frostcrag without problems (apart from some strange cell names using the teleporters, like testbrumahousemid or something, but I think it could be caused by another mod like unofficial mods patch)

I play Kotn + Frostcrag + UOP + UOMP and don't have this problem

 

its inconceivable that UOMP could cause this

 

Official DLC simply don't clash (however they do occasionally lock each other's doors - fixed by UOMP)

 

that leaves

 

third party Mod problem.

 

in fact I said "it could", and I wasn't very convinced on what I was sayng, but I don't recall any mod altering frostcrag that I've installed, and the only overrides with the DLC are with UOP, UOMP, KoTN and real lava (wich I think it doesn't modify any door)

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Often a mod will cause problems with a mod (or DLC) that is completely unrelated.

So don't assume that just because a mod doesn't seem to do anything related to another that it won't cause a problem. Even mods that have been unchecked can still cause problems - unchecking a mod just prevents its esp from being loaded, the meshes etc are still in the game - even if they are not referenced by anything.

 

Is the KOTN from the same legal source as Wizard's tower? Sometimes the version may be slightly different from D2D as opposed to Steam or a disk. With a pirate version, who knows what the uploader put in or left out of the file.

 

Have you got the latest patch? Even if you have the GOTy you must install the Shivering Isles also. For some reason, Beth put the patch for Oblivion in the Shivering Isles installation. (they combined the patch with the SI patch)

 

Sometimes the load order can fix problems like this. Have you tried changing it?

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