octavius243 Posted November 18, 2008 Share Posted November 18, 2008 As I said in this thread there is a conflict between CUO and OOO since they both edit the same 40 vanilla chests. This was for some reason met by disbelief and outright hostility.Well, I decided to check it out in-game, so I loaded CUO after OOO and made a new Bashed Patch. I then started a new game and spawned about 50 Ayleid Casks (0003753A DungMarauderChestAlyied01). These contailers have 6 vanilla Item records (from leveled lists), which both CUO and OOO also include. CUO adds one Item record, while OOO adds two. The result: *NONE* of them contained any OOO items, all of them contained vanilla loot (mostly a small amount of gold, sometimes Repair Hammers, gems and occasionally arrows and scrolls) and about 6 of them contained Aylied Weapons from CUO. Conclusion: there *is* a conflict. CUO will block OOO items if loaded last.So there is the answer to question asked in the abovemention thread, verified by both TES4View and empirical data. And if you don't believe me, try it yourself. :wink: Link to comment Share on other sites More sharing options...
dezdimona Posted November 18, 2008 Share Posted November 18, 2008 the last mod in your load order always takes precedense over the ones before it...nice job though! Link to comment Share on other sites More sharing options...
nosisab Posted November 18, 2008 Share Posted November 18, 2008 As I said in this thread there is a conflict between CUO and OOO since they both edit the same 40 vanilla chests. This was for some reason met by disbelief and outright hostility.Well, I decided to check it out in-game, so I loaded CUO after OOO and made a new Bashed Patch. I then started a new game and spawned about 50 Ayleid Casks (0003753A DungMarauderChestAlyied01). These contailers have 6 vanilla Item records (from leveled lists), which both CUO and OOO also include. CUO adds one Item record, while OOO adds two. The result: *NONE* of them contained any OOO items, all of them contained vanilla loot (mostly a small amount of gold, sometimes Repair Hammers, gems and occasionally arrows and scrolls) and about 6 of them contained Aylied Weapons from CUO. Conclusion: there *is* a conflict. CUO will block OOO items if loaded last.So there is the answer to question asked in the abovemention thread, verified by both TES4View and empirical data. And if you don't believe me, try it yourself. :wink:Why you think FCOM tries its best to minimize the ton conflicting issues among it's intended overhauls?You can merge lists, but when the items are the same, is one or the other, you chose whatever you want just changing the install order (in some cases just the load order may be enough). If the dirt module bothers you, don't use it, without even losing the whole CUO. It is marked by the authors as 'dirty' for a reason, they may conflict with 'future' mods and/or even actually conflicts with known ones. More important, give you a choice. Or you can blame the patcher for not going so deep as resolving particular container lists. Indeed you could expend all this energy hand doing this work, like FCOM does with the mods it covers. This could be more useful than repeating a no justified complaining thread. You should read your own former thread, the same thing is said there, more detailed yet. You should not try to make a fool of yourself bringing as a disabling issue something most newbies already knows that is: Last mod loaded 'wins' where they conflicts. By your logic OOO would be to blame for masking the same items from CUO too, if loaded after. Edit: What is really meaningful here is than the whole thing, even where may proceed, isn't this important to the point of continuous bashing a so big mod as an overhaul. Cold down a bit and I'm sure you will find CUO is a good mod to have around. Same to Frans, OOO, MMM and so on. None of these works deserves bashing. They are, all of them, wonderful hard work examples, masterpieces, indeed. Link to comment Share on other sites More sharing options...
Nowena Posted November 18, 2008 Share Posted November 18, 2008 Apparently, Octavius, You loaded the mods, but you forgot to read the encloseddocuments, or you would have seen all this spelled out foryou and how to handle it in whichever way you prefer. That's why it has various, named modules. Nowena Link to comment Share on other sites More sharing options...
dezdimona Posted November 18, 2008 Share Posted November 18, 2008 Apparently, Octavius, You loaded the mods, but you forgot to read the encloseddocuments, or you would have seen all this spelled out foryou and how to handle it in whichever way you prefer. That's why it has various, named modules. Nowenaalways read the read me! correct! :biggrin: Link to comment Share on other sites More sharing options...
octavius243 Posted November 18, 2008 Author Share Posted November 18, 2008 Apparently, Octavius, You loaded the mods, but you forgot to read the encloseddocuments, or you would have seen all this spelled out foryou and how to handle it in whichever way you prefer. That's why it has various, named modules. Nowena So now you (and the documents) says that CUO and OOO aren't compaitble after all?You really should make up your mind. Link to comment Share on other sites More sharing options...
Lalwende Posted November 18, 2008 Share Posted November 18, 2008 We and the documents are still saying the same. I don't see any sense in that pointless discussion. Link to comment Share on other sites More sharing options...
myrmaad Posted November 18, 2008 Share Posted November 18, 2008 Apparently, Octavius, You loaded the mods, but you forgot to read the encloseddocuments, or you would have seen all this spelled out foryou and how to handle it in whichever way you prefer. That's why it has various, named modules. Nowena So now you (and the documents) says that CUO and OOO aren't compaitble after all?You really should make up your mind. What I said, was that CUO played nice with other mods like Runeskulls, and with Vanilla chests. I don't use OOO and never made any claims about that. I did ask a question, though, which remains unanswered, and I really don't care, because I've made my choice. I suggest you've made yours as well, and now you have a bone to pick, but I gave screenshot evidence of my claim. As Nosisab has already pointed out, Giskard named it "dirty" for a reason, and you've figured that reason out. On the other hand, I believe it doesn't "dirty" my game, because I only use one overhaul. Furthermore, Giskard has already said many places that it's unwise to bash patch the CUO plugins. Of course the players can experiment however they want. And for the record, I didn't report your post on the other thread. Link to comment Share on other sites More sharing options...
octavius243 Posted November 18, 2008 Author Share Posted November 18, 2008 Well, the original question to which I answered *was* about compatibility between CUO and OOO.But I guess there's not much point in beating a dead horse if we can't even agree if it *is* a horse...So Mods, please close this thread. Link to comment Share on other sites More sharing options...
remotecontrol Posted November 18, 2008 Share Posted November 18, 2008 ...k, so lemme get it straight. ...two mods conflict because they alter the exact same aspects or items or whatever ...BUT, the one that loads last takes over SO... you get the aspect, items or whatever ...just modified by ONE mod !?! the stuff doesn't disappear, right? Link to comment Share on other sites More sharing options...
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