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Compatibility problem between 2 lanscape mods


quasar25

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I am working on my 1st landscape mod. I'm making a couple small islands in Bitter Coast at BC -2, -11 IIRC. Its almost due north of the light house. Then I also have an expansion mod of Seyda Neen that I downloaded from Nexus. I don't want to say which one it is, because I think the conflict problem is from the one I am working on, since its my 1st.

 

This is what happens. If I load my island mod first and the Sayda Neen mod last. Both mods work fine with zero problems that I can see.If I load the Sayda Neen before my Island mod, my area looks fine, but the land around the lighthouse is raised up about 12 feet in game scale. With rocks and pier poles exposed in the air. Part of what the Sayda Neen mod does is make the lighthouse taller and thier are many more steps of piers there and some rocks added.

 

My theory of what is going in, is that I modded an area that also was modded in the Sayda Neen mod. But then I don't understand why it works fine in 1 load order and not the other. I also tested my mod without the Sayda Neen mod loaded, just using default lighthouse area from Morrowind, Bloodmoon and Tribunal esp's loaded. I did this to make sure it wasn't me who raised the piers and rocks around the lighthouse by mistake. Everything looked fine with just my mod loaded.

 

Does this description help someone know what exactly I did? Appreciate any help if I can get both to work in any load order. Cause I would like to get mine sorted out for public release eventually.

 

If it helps my mod has made changes in BC cells -3, -10 -3, -11 and -3,-12 then also -2, -11 and -2, -12 I am not certain what cells the other mod changed. But typing this made me realize that I can maybe find out by loading the other mod in TES.

 

EDIT: The other mod changes 23 cells, but none of those cells were changed in my mod. There are 2 cells from my mod that are adjacent to cells changed in the other mod. Would adjacent cells from different mods have an impact on one another. Or perhaps my mod just needs to be cleaned. Haven't learned that part yet. Helpful suggestions to try are welcome.

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I think I posted this in the wrong forum. I'm such a newbie, sorry about that. This problem may be from that original lighthouse mod. I had problems with the same thing using a different mod, but loading the lighthouse mod last always solves it. So no big deal I guess. I've notices a few open meshes with the light house mod. Not sure if that would cause this to 'lift' out of place when another mod is close by.

 

UPDATE: Just to follow up in case any future beginning modder runs into the same problem. This appears to be a mod conflict issue, nothing wrong with either mod. They both work fine alone, just not together. I changed terrain height in the sea floor and its probable that the other mod also did that.

 

Even though my mod doesn't make changes to any cells that the other mod used. I have several adjacent cells to theirs modified. I think the problem orginates at the seam where the 2 cells meet getting different height adjustments for terrain. This appears to be must probable cause.

 

I was only 2 days into this, so started from scratch putting my island mod further out from town into deep water. I do have a pier added in by shore, but was careful not to alter terrain at all until I was further out into the sea. Everything is checking out with the other mod I have installed, which I consider a must have. I learned a lot from my first effort and enjoy modding more than actual game play.

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