Morphion Posted October 3, 2017 Share Posted October 3, 2017 Hi guys, I just want to ask for compatibility between quest and dungeons mods. I'm starting to design a new play and I just want to enhance the gameplay, dismissing mostly graphical mods. How have you experienced mixing these mods? I mean, for example, Tales of the Commonwealth, Fusion City, Outcast and Remnants, Ransacked Relays, Subway Runner, The Metro, Abyss...and other mods adding new locations, or editing cells like Interior project.... My game is going to ctd, isn't it? Can you share information about running a stable gameplay with these mods? Thanks in advance. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 3, 2017 Share Posted October 3, 2017 theoretically , you shouldn't expect any real problem with thisunless the mods aren't compatible , why do you expect the game to run bad with these?these are mods that don't include tons of scripts , so they don't really have a reason to harm your gamehaven't tried most of these myself yet , but I don't think you should expect anything problematicbest check that they are all compatible , and install each as suggested on the mod's page , including all requirementsmake the necessary patches and your game should run just fine Link to comment Share on other sites More sharing options...
Morphion Posted October 3, 2017 Author Share Posted October 3, 2017 Quick reply, thanks fot that :laugh: Well, I was thinking in cells and worldspaces when mods overwrite the sames areas and I don´t really know if with all these mods that problem exist, specially dungeons mods and their entrances like subamrine base, plenty o exploration, National guard depot, and edits like Beantown, DC Outskirts...that kind of mods...I really don't know the consequences at all and i don´t know if all these mods, collapse in some point of the world, except some. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 3, 2017 Share Posted October 3, 2017 this is exactly why you look at the compatibility section of these modsif the mods have been up for some time , usually people will report issues like these , if there are any now , entrances to new world spaces could be problematic , but those are usually easily fixedas for edits for cells , this is only a problem for mods that chance existing cells rather than adding new onesagain , look for the compatibility sections , this might tell you that some mods won't mix , or direct you to patches if they are neededthis is something you should already do when selecting your mod list , so it should be common practice for you Link to comment Share on other sites More sharing options...
Morphion Posted October 3, 2017 Author Share Posted October 3, 2017 Yeah, of course, I always try to read all the concerning for every mod in the descriptions also the forums and bugs sections, but sometimes it's hard to find every related information for each mod and one finishes checking f4edit and CK...but in this case I'm being thorough and looking people experienced with these mods, thanks again. Link to comment Share on other sites More sharing options...
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