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Is there a way to use dwemer ruins and dwemer airship together (2 mods that are incompatible)


stonemask4

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I wanted to use dwemer ruins and dwemer airship together but on oblivion mod manager it shows a red box and they use some of the same files. I put the links to the mods below.

 

http://www.nexusmods.com/oblivion/mods/38163/? (dwemer ruins link)

 

http://www.nexusmods.com/oblivion/mods/30355/? (dwemer airship mod link)

 

When I tried using both mods together it would crash the game. I can install the airship on oblivion mod manager but the manager doesn't let me install the 2nd and 3rd part of the dwemer ruins so I used nexus mod manager to install those parts but it would say overwriting files since it uses some of the same files.

 

Its a shame since I think this airship in oblivion is much better then the one in skyrim but I can only use one.

 

 

Also does anyone know how to install this mod http://www.nexusmods.com/oblivion/mods/40959/?

Edited by stonemask4
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If they only use some of the same files (meshes, textures), it should be safe to install both at the same time, I think. That is how it should work in general. The last one overwrites the previous one's files, the ones that conflict. Which is why install order matters with mesh and texture replacers, patches and all that. Another thing to keep an eye out for is in-game conflicts, if both mods modify the same thing, or the same location. But I do not think that should be a huge issue, unless incompatibilities are mentioned somewhere.

 

I have not used the airship mod myself much, only a little this far, although I do have a small side project that involves it. The whole Dwemer Skyship thing on Nexus is currently a mess, I have lost track of how many versions there are and which ones should be used to get it working. Every version mentions bugs, and I have no idea what you should install to get it working. The latest version probably... whichever that may be? :wacko:

 

I think Dev Aveza - the Skyrim airship mod - is an excellent one. Flyable player home with all the amenities. What else could one ask for? Of course it requires one to keep the stress on Papyrus reasonable, but other than that, it is a brilliant one. :happy:

Edited by Contrathetix
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If they only use some of the same files (meshes, textures), it should be safe to install both at the same time, I think. That is how it should work in general. The last one overwrites the previous one's files, the ones that conflict. Which is why install order matters with mesh and texture replacers, patches and all that. Another thing to keep an eye out for is in-game conflicts, if both mods modify the same thing, or the same location. But I do not think that should be a huge issue, unless incompatibilities are mentioned somewhere.

 

I have not used the airship mod myself much, only a little this far, although I do have a small side project that involves it. The whole Dwemer Skyship thing on Nexus is currently a mess, I have lost track of how many versions there are and which ones should be used to get it working. Every version mentions bugs, and I have no idea what you should install to get it working. The latest version probably... whichever that may be? :wacko:

 

I think Dev Aveza - the Skyrim airship mod - is an excellent one. Flyable player home with all the amenities. What else could one ask for? Of course it requires one to keep the stress on Papyrus reasonable, but other than that, it is a brilliant one. :happy:

would i be better of installing the dwmeer ruins mod in nexus mod manager since it has 3 parts? the oblivion mod manager said it had esp's in sub directories when I tried to install it by placing all 3 parts of the mod in one folder.

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If it comes in three parts, you could try installing each part separately? Or installing it manually into one single folder (like "merge" the three parts), then adding that one folder to OBMM. I have never used that mod, so I do not know how it works. You can read the readme if it has one, in case there is some info there. Or the description. Some older mods have been split in pieces, probably because they were less risky to upload and download in smaller pieces before Internet connections gained more speed and such.

 

Also, some mods might work with NMM, but some might not. You can use NMM, but if you run into anything suspicious (especially with OMODs or BAIN-sort of mods), you could either use OBMM or Wrye Bash. Mod Organizer also works, I use it myself, but the easiest managers for Oblivion are probably Wrye Bash and OBMM, with Wrye Bash being the better one (in my opinion), despite lacking OMOD support (although you can still unpack the OMODs with OBMM and use Wrye Bash to install).

 

Edit: Typos... obviously cannot type anymore...

Edited by Contrathetix
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