ObsidianKnight Posted November 13, 2003 Share Posted November 13, 2003 I had an idea, that people could post mods that they know are incompatible with others. I mean, like how Winter Island DOES NOT work with Children of the Night 2 (some scripting problem). So.... I dunno if this will work out... but I'll make the first "incompatible mods" post.If it does, and we get a lot of posts about errors, I'd like the mods to Pin this. Winter Island and Children of the Night Part 2: During your voyage to Seyda Neen, a conversation that is necessary for the game to progress does not occur. Link to comment Share on other sites More sharing options...
Baphomet Posted November 15, 2003 Share Posted November 15, 2003 I happen to know that Skeleton Island and SoD conflict. Both landmasses lie right on top of one another. Or at least they would... if they could. You know what I mean. Link to comment Share on other sites More sharing options...
boblen Posted November 15, 2003 Share Posted November 15, 2003 Almost every mods, that add some buildings to Balmora. Link to comment Share on other sites More sharing options...
js4496 Posted November 18, 2003 Share Posted November 18, 2003 SOD and The Aedronicon. Link to comment Share on other sites More sharing options...
ObsidianKnight Posted November 19, 2003 Author Share Posted November 19, 2003 Oh yeah, and please tell us what your acronyms mean (like I said Children of the Night part 2). After that, it's fine to use the acronyms (and what does SoD mean?). Yeah, I've noticed that most Balmora mods tend to conflict. The "DC Mage House" and "Your Balmora Residence" conflict. They have doors in the same place. However, you can enter the DC Mage House through the balcony. Also, be careful with Chateau Nerevarine Estate. There's a good chance that if you remove it, it will mess up a small bit of the terrain north of Vivec, Foreign Quarter. Annoying, but not critical. I've also noticed Abandoned Flat causes mess-ups with Tribunal (an infinite dialogue loop). However, I installed the most recent patch, and no problems after that. Link to comment Share on other sites More sharing options...
Rynos Posted November 19, 2003 Share Posted November 19, 2003 SOD= Sea of destiny I had problems with a few mods that have boat ports in Seyda Neen. Link to comment Share on other sites More sharing options...
GrizzlyUK Posted November 19, 2003 Share Posted November 19, 2003 Asgard v3 and Pax Hlaalu conflict, the Asgard home was moved to the north of Balmora in v3, just to the right of the temple (as you look at it) and about halfway up the mountain with a set of stairs leading up to the entrance. The stairs go through the back of the houses added by Pax Hlaalu, and there's also some issues with the landscape etc. It's fixable in the CS, tokk me a couple of hours of editing to get them compatible with each other. Link to comment Share on other sites More sharing options...
adamized01 Posted December 2, 2003 Share Posted December 2, 2003 My project will hopefully help with keeping track of such information. I know where was other projects that specifically delt with listing out know incompatibities, however my project is much more than just that. Here is a link to my projects thread. Click Here to go to thread Link to comment Share on other sites More sharing options...
the00phoenix Posted December 2, 2003 Share Posted December 2, 2003 "Private Mobile Base" and "Particel Weapons Merchant MOD"Exterior PMB model in Mournhold Temple district will be displayed even when not docked there. If you also dock your base you will see 2 models and a lot of clipping errors. (tried that on 3 different MW installations) #edit: forgot to add versions, PMB v4.2, PWMM v1.6; Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.