ManiacOfMadness Posted January 28, 2008 Share Posted January 28, 2008 Hi everyone! :) Well, I'm using the Open Cities Complete mod by Texian & godhugh.And many of the mods related to the cities made "Open" are not working.Is it easy to make them be compatible? Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 28, 2008 Share Posted January 28, 2008 Hi everyone! :) Well, I'm using the Open Cities Complete mod by Texian & godhugh.And many of the mods related to the cities made "Open" are not working.Is it easy to make them be compatible?Long story short. No. I attempted to do so with my fighters guild mod, but the implementation of just the triggers needed to just detect if the city was open or not was already enough of a hassle to try and attempt while making a mod. Nevermind adding in all the stuff that would move things around if open cities was enabled for that city. Due to the fact that each city is its own plugin, and how nothing in one plugin can be reference by another, there really isn't any practical way to do this even for already existing mods. The reason why there are conflicts is because everything is copied out of the city worldspace and into the main worldspace. New shops, items, or NPCs will still be hanging around in the now empty city worldspace. As far as NPCs go, this can create significant issues with packaging. If that city is open, and the modder didn't plan for it, any time the NPC is set to travel between the cityspace (or a new interior) and either one of the normal interiors, or the outside of the city, they will be pathed through an invisible door, which can cause minor issues. If the modder has tried to plan for open cities, and that city isn't open, they will run into issues with the city walls depending on where they're coming from and where they're supposed to go. So technically, unless you feel like doing alot of scripting to adjust locations, you'd be stuck making two seperate mods with the same content. That said, Open Cities does still cause some errors with standard NPCs, can reduce performance significantly, can interfere with some quests, and makes any scripting which is dependant on those scripting functions that deal with cell or worldspace checks to break. Within the community, Open cities is one of those mods which has been forgotten due to all the problems that are involved with making other mods compatible with them. It was a good idea, but was always impractical in relation to other mods. Link to comment Share on other sites More sharing options...
ManiacOfMadness Posted January 28, 2008 Author Share Posted January 28, 2008 In less or more words, it isn't worth trying... :down: I will remove this one! ;) I hope it hasn't ruined my Oblivion!!! :ermm: Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.