Rennn Posted July 1, 2012 Share Posted July 1, 2012 (edited) I'm working on SkyEarth, which adds hundreds of plants and thick vegetation to Skyrim. It'll cover all of Skyrim one day, but for now I'm focusing on gettings towns done. However, I need to ensure compatibility with as many mods as possible. I'm already making the main file and the towns separate. I'm going to modify each town, but I need to know how many esps I should split the mod into. For example, I could put in one esp for all the towns, but then if someone else has a mod that adds things to the towns they could conflict. I could give each town an esp to ensure maximum compatibility, but then people would need like ten esps just from this one mod. I could split it into one esp for exterior towns and another esp for loaded towns as a balance. What do you think? More esps and higher compatibility, or fewer esps without cluttering the load order? Edited July 1, 2012 by Rennn Link to comment Share on other sites More sharing options...
Veltoss Posted July 1, 2012 Share Posted July 1, 2012 IMO, compatibility always wins. It's not that bad to have a few more esps to install, just a few more clicks with NMM and a few more mods for BOSS to organize. You could split the esps so that there is one for All Towns and then the separate towns for people who have mods like Better Riften and such. Link to comment Share on other sites More sharing options...
Iv121 Posted July 1, 2012 Share Posted July 1, 2012 True as long as you don't reach the ESP limit (there was a limit on Oblivion that I reached , I'm sort of modding addicted :P ) . There is no way you will make any mod fully compatible. The user will have to choose between incompatible mods. I'm not going to split my mod (Legend of Winterhold ) into suppurate esps for the rebuilt town and the college and the questline ... If you want to play my mod with something else that rebuilds winterhold you'll have to choose. You can complete my questline and then deactivate the esp . Link to comment Share on other sites More sharing options...
David Brasher Posted July 1, 2012 Share Posted July 1, 2012 Oh no! Unique Landscapes again! Mod conflicts everywhere! I suggest that you follow the pattern that Unique Landscapes did and split your mod into many different regions. Then people can turn off the regions that conflict with their favorite mods. I suggest that you leave gaps in your coverage so that other modders have somewhere to place their mods and be 100% compatible with no compatibility patches to build. I suggest that you make a detailed map of what cells your UL mod covers and which .esp that cell is in. You might need to recruit a couple of modders to your project and have them be full-time compatibility patch builders, focusing on the most popular of popular mods. Link to comment Share on other sites More sharing options...
Iv121 Posted July 2, 2012 Share Posted July 2, 2012 well it's not exactly unique landscapes ... Link to comment Share on other sites More sharing options...
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