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How to merge "spawning" mods?


Mookeylama

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Those two mods are more likely going to need a true compatibility patch which is a patch that someone will have to make by hand in a program like TesEdit or CK. A merged patch won't do enough with two such big beastly mods as those.

 

I know other's are going to say it works fine but I've used both together and by themselves and no they do not work fine together.

Skytest also doesn't work well with ASIS.

Skymomod does'nt work well with Automatic Varients

-has a habit of retextureing a Daedra Spider into a frost spider or even a bear. Many Momod monsters become altered and never appear correctly in game. Partly due to the way he placed them in the leveled lists and how Varients reads their placement and tells the game insert Big Blue Grislly Bear vareint number 45 instead of Big bad Butcher weilding cleavor of doom.

 

When Momod is used with Skytest

-you end up breaking animal behavior and monsters show up in groups of animals pretty much destroying the reasonning behind Skytest.

Edited by gamefever
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Well you would have to go to the MOMOD in TES EDIT

right click apply filter.

Go for snacks

Come back after 1 minute to 1/2 hour

Then there'll be red bars all over the place

+Leveled List (ALL RED) over here is a box with the names of conflicting mods showing you who wins

 

Momod..........Skytest..............Result

Butcher...........Big Blue Bear...........Big Blue Bear Wins

 

 

+Behavoir or AI Package Momod skytest Result

Animals Attack Animal Behavoir Sublst winner is Skytest!!

 

 

In a contest the mod loaded last wins

Useing Tes Edit you have to tinker around with making all or some of the possibles come through

Unfortunately TesEdit wont let you compile behaviors you can only move them around but not make new one's

so you'd have to get creative to make it work

 

Best Bet is CK

Go do a google search for CK stuff gets complicated fast. Tes Edit has some tuts on its page to get you started but only numerical values, and deciding who wins are easist things to do.

Edited by gamefever
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Those two mods are more likely going to need a true compatibility patch which is a patch that someone will have to make by hand in a program like TesEdit or CK. A merged patch won't do enough with two such big beastly mods as those.

 

I know other's are going to say it works fine but I've used both together and by themselves and no they do not work fine together.

Skytest also doesn't work well with ASIS.

Skymomod does'nt work well with Automatic Varients

-has a habit of retextureing a Daedra Spider into a frost spider or even a bear. Many Momod monsters become altered and never appear correctly in game. Partly due to the way he placed them in the leveled lists and how Varients reads their placement and tells the game insert Big Blue Grislly Bear vareint number 45 instead of Big bad Butcher weilding cleavor of doom.

 

When Momod is used with Skytest

-you end up breaking animal behavior and monsters show up in groups of animals pretty much destroying the reasonning behind Skytest.

 

bummer! i originally was gonna include AV in my initial post but didn't because it isn't a "spawn" mod. but yes, when i throw AV into the MOMOD and ST mix it gets even worse. in fact i hadn't even had AV enabled in so long while testing mods, that i'd almost forgotten i had it lol. isn't there a way to exclude Momod from AV's retexturing?

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There probably is, I haven't used Automatic for a while and for good reasons. Mostly I'm putting way more demand on the scripting system than I should when it comes to performance.

 

If there was an exclusions list it would be in an INI file

skyrim\data\skyproc\Varients????\...INI file here

 

It's been so long that I'm sure the one I have has since been updated so check their page for a more recent version.

Edited by gamefever
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AV doesn't have an 'exclusion list' but you can disable certain textures from the AV patch in the AV config menu (e.g. pink skeevers and pink mammoth). So if you disable all the custom textures for a particular creature, for example, then the AV patch won't generate records for that creature. There are no continually updating scripts as it essentially generates 'unplayable/unlootable oufits' for creatures with varied textures and distributes them. It's not as 'expansive' as ASIS so it runs fairly well. I use it and haven't had any issues (I don't use ASIS though). Although if you are concerned about performance issues, you can always use the 'Texture Optimizer' to compress all the AV textures packs to standard or low resolution.

 

Note about SkyTest, as gamefever says, it doesn't run well with a large load order (the author of SkyTest also noted this on the description page). When I used it, it was responsible for 99% of my outdoor CTDs. As much as I think it is a very good 'wild life overhaul' mod, I recommend removing it from your load order. You can try to create a compatibility patch for it and the other 'edit the worldspace' mods in your load order where you selectively choose one aspect of SkyTest to override other mods, and vice versa, but I don't think it's going to help (in fact, it might makes things worse).

Edited by ripple
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AV has a Block List. my understanding that you can write the esp you want excluded from AV in there. it's in Data/Skyproc. already has some blocked stuff like Extended sliders. my AV version isn't that old.

 

so is there another wildlife mod that adds the kinda stuff ST does? i love the lil baby critters!

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