Besidilo Posted September 13, 2012 Posted September 13, 2012 I doubt Unique Taverns conflict' date=' I'm using it in my mod list together with OCs at the moment so should be apparent soon if there is any problems.[/quote'] I've yet to verify this, but I have adjusted the list anyway. Can you think of any other mods that edit towns and/or villages, that could conflict or be compatible with OCS?
Korentin Posted September 13, 2012 Posted September 13, 2012 Nope, nothing comes to mind. Arthmoor once posted some guidelines on what is or isnt compatible with OCS: Anything that adds detail to the closed city worldspaces, and only there, isn't compatible. It just won't show up. Mods that duplicate some of their changes to the open worldspace will be partially compatible. Probably tree mods mostly since that's about all you'd want to be visible from outside. Mods that only affect the textures will be 100% compatible since OCS uses all vanilla parts, except for the Oblivion gates. Any mod in which the author specifically says it's compatible, assume it is unless you have reason to believe otherwise. Any mod that adds new accessible buildings will never be compatible without a patch since the doors would need to be redirected.Source Post #47 I also remember reading something about mods that adds animals, might have been Skytest, such as rats to the cities. They might not cause crashes per se or anything but the animals might not show up in the Open Cities. Probably linked to Artmoors first point in the quote. Edit: Also, basically any mod with dirty navmesh data regardless of where in the game world it is. Although that isn't specific to compatibility to OCS.Â
Besidilo Posted September 13, 2012 Posted September 13, 2012 Nernies Solitude and Village Expansion should work, but the inside of Solitude won't be. I don't know how that works in practice, but I'm planning on testing all of these mods out.
Korentin Posted September 13, 2012 Posted September 13, 2012 I think I've read somewhere that Expanded Towns and Villages has dirty navmesh edits but can't find a source for it. But I can confirm that when I had it installed I noticed quite a few confused npcs bumbling about :)
Besidilo Posted September 13, 2012 Posted September 13, 2012 https://forums.nexusmods.com/index.php?app=core&module=search&do=search&fromMainBar=1 I don't think there are any navmesh issues present in this mod.
Korentin Posted September 13, 2012 Posted September 13, 2012 Re: Expanded towns and villages Arthmoor's "verdict"Â post #118
JudgmentJay Posted September 13, 2012 Posted September 13, 2012 Re: Expanded towns and villages Arthmoor's "verdict"Â post #118Interesting. I use that mod and haven't had any issues, but that is worrisome.
Besidilo Posted September 13, 2012 Posted September 13, 2012 That doesn't look promising and the author has a high-horse attitude that will surely prevent the mod from being clean or compatible with other mods.
rpsgc Posted September 13, 2012 Posted September 13, 2012 That doesn't look promising and the author has a high-horse attitude that will surely prevent the mod from being clean or compatible with other mods.Best to start looking for an alternative then, no? :P
Besidilo Posted September 13, 2012 Posted September 13, 2012 Detected 1 dirty mods: • Open Cities Skyrim.esp: • UDR: 1 • Skyrim.esm: 0F9046 - REFR attached to Exterior CELL (Skyrim.esm: 00BCD0 'RiftenOriginOCS'), attached to WRLD (Skyrim.esm: 00003C 'Tamriel') at (42, -24) Intredasting
torminater Posted September 13, 2012 Posted September 13, 2012 Intredasting Well, maybe Arthmoor can explain why he's done so?
Besidilo Posted September 13, 2012 Posted September 13, 2012 I'm not crazy enough to challenge Arthmoor.
thalastwon Posted September 13, 2012 Posted September 13, 2012 I'm also getting that same report. Detected 1 dirty mods: • Open Cities Skyrim.esp: • UDR: 1 • Skyrim.esm: 0F9046 - REFR attached to Exterior CELL (Skyrim.esm: 00BCD0 'RiftenOriginOCS'), attached to WRLD (Skyrim.esm: 00003C 'Tamriel') at (42, -24) hmmmmmm.
Deathwing514 Posted September 14, 2012 Posted September 14, 2012 While I love the concept of this mod, i worry of the mod conflicts and CTD's that may occur by changing so much of the vanilla world.
thalastwon Posted September 14, 2012 Posted September 14, 2012 For the report above, he replied that he removed a wrong duplicate door. He's going to have that fixed in the next update.
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