Jump to content

Mod compatibility question


DekoMan91

Recommended Posts

Hi there.

I'm working on a mod called Operation Fixed Terrain, which will take a lot of time but when it's finished it will fix most of the terrain problems like holes in wasteland walls/floors etc.

Example image *click here*

 

Now my question is:

I have two other mods that change the wasteland exteriors

Invisible Wall Remover that removes every invisible wall

and

Increased Wasteland Spawns which adds more NPC spawners and stuff.

 

When I load my OFT mod after IWR and IWS, will IWR first remove all invis. walls, then IWS adds more NPC's and then my mod will fix the terrain problems or will my mod override these mods so in the end you have the vanilla maps without any IWR/IWS changes?

 

If my mod overrides the other mods, how can I make it compatible with them (e.g. compatibility patches)? :thumbsup:

Edited by DekoMan91
Link to comment
Share on other sites

I don't see why they would conflict. Open all 3 in fnvedit and find out.

Well more precisely I just want to know that when my mod is loaded last if the changes of the other mods will be overwritten and so the game uses my modified (mostly vanilla) maps

Link to comment
Share on other sites

If different mods add or move stuff in the same cell, the effect is that it's like the mods are merged together - the new items from both mods appear and the objects that both of them moved appear as being moved.. The conflict would occur if more than one mod moved the same rock or tree - which would show up in FNVEdit as a conflict (red). In this case the mod loaded last would win for that object.
Link to comment
Share on other sites

I don't think a compatability mod would be needed it is I think (and I may be wrong) all in the load order If you did IWR, OFT, then IWS you would get the effect you are looking for as the IWS is adding spawn markers loading it last after all map changes have been loaded it should be more stable.
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...