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I need know something...


NeverwinterPinata

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(I meant for "I need to know something..." as the topic title. Sorry for the mistake.)

 

Hello there!

 

As the topic description says, I am about to begin a big project for Oblivion, but I need to know something first...

 

I currently have Knights of the Nine and Shivering Isles installed and I was wondering if it's a good idea to uninstall Oblivion and reinstall it, making sure not to reinstall Shivering Isles, Knights of the Nine and any other official mods. The reason why I think this is a good idea is to make sure that my mod is as compatible and requirement-free as possible, but I'm not entirely sure...

 

In case you need to know, I am planning on working on a few new races and adding a lot of NPCs, both friendly and hostile, of which are the new races. The exact number of new races and NPCs is not yet determined. But if things go as planned, there should be 4 new races. (1 or 2 will be playable.) I also plan on adding new equipment that the NPCs will use (and the player can obtain, of course) and adding 2 (or more) non-quest dungeons of which are homes to 2 of the races.

 

If you have any questions, I will answer them. But I am not going to reveal too much.

 

Thank you for reading.

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As long as you don't check them off when loading the mod inthe CS, you shouldn't have a problem. SI automatically loads itself in, but you can just avoid using resources from it. They're usually marked SI, SE, or XP in the editorID.
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As far as DLC plugins go as Ub3rman said, other than Oblivion and Shivering Isles the only masters/plugins that are active are the ones you check upon load of the CS.

 

Although it is pretty hard to accidentally use a SI resource if your not 100% sure if you used something from SI or not use TES4Edit and look at the mesh paths included in your mod, if anything resembles Shivering Isles/SI/SE/ect in the paths just remove it from your mod.

 

Good luck on your project :thumbsup:

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