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What things in mods lead to mod conflicts in general?


Drullo321

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Just to clear myself from a misunderstand, what changes on objects/things in a mod lead to conflicts between different mods besides language problems and mods which doesn't interfere which eath other.

 

To go into detail, when mods changes things on the same object, do they overwrite the whole entry or add/remove/change values depending on load order?

 

Examples (all changes by editing the base entries of objects and not by scripts or quest):

 

1)

- Mod A adds a keyword to object X

- Mod B adds another keyword to object X

 

2)

- Mod A adds keyword Z to object X

- Mod B also adds keyword Z to object X

 

3)

- Mod A modifies the appearance of an actor X

- Mod B modifies the inventory and clothes of an actor X

 

 

Edit:

Maybe I should have done some simple tests before asking such a triviality because the outcome would be quite expectable.

Did the following:

Mod A added DLC1CraftingDawnguard keyword to Skyforge by editing the object entry directly (allowing to craft crossbows, special bolts etc when the quest is done)

Mod B removed the Skyforge keyword for nordic weapons, making it no longer avaible to craft them there

 

One entry completely overrides the other means you will be either be able to craft Dawnguard stuff (if able to) or not be able to craft nordic/Draugr weapons but not both that way.

 

I asked because it was impossible to dynamically attach those keywords to the forges with a dummy quest and aliases. Maybe someone got a hint because it didnt work as expected

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