ZioGiovanni Posted October 12, 2012 Share Posted October 12, 2012 I played Skyrim on my PS3 before moving recently to the PC for a better visual and immersive experience. Because of frequent CTD issues, I'm taking a closer look at my mods and trying to remove any that are not strictly textures (other than the DLCs and unofficial patches). Because of this, I'm trying to understand script issues so I can make more educated choices in what mods I add. In some cases it's obvious whether a mod uses extended scripts or not; the mod author either explicitly states their mod is texture only or a mod changes the AI or object behavior. It's with the mods where I can't immediately tell if extended scripts are used that I have questions. From what I understand (remember, I'm a user, not a mod author), every object in the game includes default scripts unique to that object type that define how the player can interact with them. Those types of scripts shouldn't conflict with anything. How can I tell, short of trying to contact every mod author, if extended scripts were used and, therefore, prone to conflicts with, say, Dawnguard? Generally speaking, would a mod that adds more animals or wandering NPCs to the game world necessitate extended scripts? Their behavior isn't modified (from what I can tell), there are just more of them. What about mods that add new buildings (either added to a town or out in the countryside) that have default furnishings and no associated NPCs? Again, I apologize for my ignorance. I'm just trying to educate myself enough to make smart decisions on which mods I choose to find that balance among performance, stability, gameplay, and immersion. Thank you for your time and assistance. Link to comment Share on other sites More sharing options...
AnkhAscendant Posted October 12, 2012 Share Posted October 12, 2012 I don't think that your take on scripts is right, but since I'm not actually that knowledgeable I won't really go there, since someone will have to correct me... I'll just say that things tend to only have scripts when they do something. Most animals wouldn't have scripts, for instance. They have AI and lists of loot and a faction or two, but no scripts. With your examples, more animal spawns and houses, I think the conflicts you're most likely to get are worldspace conflicts, in that they add more things to the world in areas that other mods or DLCs might also try to put things, which doesn't work out so well. For instance, Real Wildlife in Skyrim seems to have a couple conflicts with Hearthfire because it adds animal spawn points in areas that Hearthfire tries to add parts of your house, which makes the houses not show up properly when you try to build them. Similarly, if you have two house mods that add things in the same spot, you'll crash when you try to enter the area every time (those crashes are the kind I prefer, since it's pretty clear what the problem is.) Conflicts normally come from two mods trying to change the same parts of the game, or trying to make the game do different things. Scripts aren't necessary to create a conflict, and as far as I know 'extended scripts', if by that you mean mods that need SKSE to work, aren't any more prone to conflict than anything else. SKSE is just extended in that it adds functionality that wasn't originally possible. Link to comment Share on other sites More sharing options...
ZioGiovanni Posted October 12, 2012 Author Share Posted October 12, 2012 Thanks, Ankh. That gives me a little more knowledge to work with when trying to avoid conflicts. I appreciate the quick reply. Link to comment Share on other sites More sharing options...
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