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Mod Compatibility?


Parkillous

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Now I know that official patches break mods, but Im curious, is it actually a 100% rule that as soon as the game is patched, every single mod available will automatically not load... because that doesnt make sense to me, I would have though the patch is somewhat like a mod itself, only conflicting with other mods that alter the same thing (like the 1.2 distant lands)...?

 

And the same with the CS, if I try and open old mods in it, will it work, etc etc?

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IIRC is the patch not only a mod, but it alters some things in the game engine, that's why ie the OBSE didn't work with it until it was updated. I don't know exactly why but the patch doesn't also work with mods which replace shaders, like Qarl's texture packs and similar. Most of the mods should work, if they don't alter any region in vanilla OB which SI uses as well.
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What about SI itself, did bethesda make any active effort to fix there mistakes... or are all the creatures etc levelled in vanilla style?

Well Bethesda still seems to love their levelled system... And the overused green compass arrow. So yes, they are levelled like vanilla oblivion.

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The construction set is also a bit bugged, which can make some things, like knowing what an NPC looks like impossible now. If it wasn't for the fact that I had to reinstall Oblivion and patch to 1.2 I wouldn't have bought SI. Now I have them all and have to deal with the associated problems... Offtopic, anyone know if that first release of the CS (the one that needed the .ini change) is just as bugged, or still able to get it somewhere?
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They can hijack my thread if they want :S, lol i dont care...

 

Indeed I never quite understood the whole off topic thing, in real life thats how a conversation flows... there is no "create new topic" button... my lordly master admin *cowers*

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