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Will Shivering Isles be compatible with big mods...


drscott11

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You know, I was wondering about that as well. I'm not sure about it, but I would say it is, for different reasons, one of them being that SI will be an .esm (Master files load first), and the other one is that they add totally new content.
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Moving this to General Mod Talk...

 

I wouldn't be surprised if there are glitches caused by it with some mods... I can't think it'll be completely compatible, but who knows?

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  drscott11 said:
Mods like MMM have extended creatures like Golden Saints already and since Shivering Isles also has Golden Saints I see problems. Hopefully the modders can address this with a simple patch. FIngers crossed XX

The game is incapable of going "Oh, look! This mod has Golden Saints...and this expansion has different Golden Saints! I should use the same thing for both of them!".

 

Generally, two mods that add two similar things will not conflict, unless:

a) They modify the same EXISTING entity to add them, or

b) [Hypothetical] They both add cells with the same EditorID.

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This is exactly why I have held myself back from starting a new game after recently coming back to oblivion after many months... nothing would be worse then starting a game and then having to restart when I add shivering isles cos the huge mods I use arent compatible.

 

Im just hoping we dont have to wait to long for the authors of these mods to adapt them to shivering isles. Ive said it before and ill say it again: theres no way im lettin the generic loot/level lists of bethesda ruin such a good expansion.

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