Why do quest mods seem to not work with other quest mods?

Post » Mon May 28, 2012 6:08 am

All of those mods had been tested and proven to be compatible with each other and thanks for showing me how

Welcome ^^ its better I think it know where to find everything in yoru computer makes me feel more secure knowing where my stuff is.
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Lizs
 
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Post » Mon May 28, 2012 1:55 am

For my part, loading 3DNPC at the bottom of my list, just before my bashed patch has rectified the "missing parts" with my current load order, running both the UKSP and Live Another Life. I was also able to get the expanded winterhold ruins mod running without conflict:

http://www.pasteall.org/32103 (WIP but so far)

What prompted you to load 3DNPC last, 4Skyrim?
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naomi
 
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Post » Sun May 27, 2012 4:04 pm

tbh, i havent got any of the quest mods to work without constant CTDs / Objects not loading / crashes when exiting, entering a cell.
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Jacob Phillips
 
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Post » Sun May 27, 2012 7:26 pm

Hmm.. got my first report that my dungeon mod is causing crashes when entering Dragonsreach for a particular user. It's interesting because my mod has no edits for that cell whatsoever. However, I had the Drained Bloodline causing me the same issue. And I doubt that mod edits Dragonsreach either. So how can a mod cause ctds entering a cell it does not even edit in any possible way? I heard that it should not be a memory issue, but that's what I'm starting to believe. That somehow Skyrim isn't purging its memory as it should (the gray cell bug for example). I've seen mods scramble up completely unedited vanilla cells before (disappearing objects). So I guess its only XXX and jokey mods for Skyrim from now on. Just great!
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MatthewJontully
 
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Post » Sun May 27, 2012 10:45 pm

Yeah I just saw that last night with Enhanced Bridges putting holes in Helgen Keep. That's an overhaul for some of the bridges of Skyrim. Opened it up and of course there's no edits to Helgen or any cells around it, but sure enough when entering Helgen Keep I've got a huge hole. Same thing happened with "Deadly Slaughterfish" which adds more races of slaughterfish to the game and SkyTEST!
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Nick Swan
 
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Post » Sun May 27, 2012 4:57 pm

So using Tesvsnip on any esp will cause it to be corrupted?
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Manuela Ribeiro Pereira
 
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Post » Mon May 28, 2012 12:53 am

Not necessarily on ANY esp, but on those that edit cells, landscape, navmeshes, or NPCs, yes. It will corrupt the data due to mishandling the compression. Also image space modifiers, because it doesn't process the IMAD record type properly.
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Wayne W
 
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Post » Sun May 27, 2012 8:27 pm

Is corruption gradual and inevitable? I used TESVSnip only once for a quest mod early on in development after it lost its dependency on an esmified plug-in. I used it only to restore the dependency.
First version has already been released, but I plan on using the same plug-in for expansions and am worried it may result in problems down the road.
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Cedric Pearson
 
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Post » Mon May 28, 2012 4:43 am

http://skyrim.nexusmods.com/downloads/file.php?id=17187

Wanted to post this up as it functions perfectly fine as an esp with most mods, I couldnt get Moonpath to Elsewyr to play nice with it.
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A Lo RIkIton'ton
 
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Post » Sun May 27, 2012 6:05 pm

I haven't dabbled in modding for Skyrim myself yet, but from my experience as a programmer I can say that issues like these occur because of authors not taking care to make their code "unobtrusive". A common example is how a lot of people handle the body.onLoad event in Javascript - they just assign a function blindly, overloading anything that's already assigned there, never caring that their scripts may one day be used with other scripts that want to do the same. Unobtrusive coding means you go the extra mile to ensure your creation is 100% compatible with any other script, existing or yet to be created. You do this by paying close attention to the mechanism by which your code is wired up to the whole system, in order to avoid hogging resources where you don't need to. It's a good practice, but one that takes a lot of discipline and extensive experience. Most people lack the former and it's understandable why they don't have the latter yet.
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Jessica White
 
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Post » Sun May 27, 2012 8:13 pm

I haven't dabbled in modding for Skyrim myself yet, but from my experience as a programmer I can say that issues like these occur because of authors not taking care to make their code "unobtrusive". A common example is how a lot of people handle the body.onLoad event in Javascript - they just assign a function blindly, overloading anything that's already assigned there, never caring that their scripts may one day be used with other scripts that want to do the same. Unobtrusive coding means you go the extra mile to ensure your creation is 100% compatible with any other script, existing or yet to be created. You do this by paying close attention to the mechanism by which your code is wired up to the whole system, in order to avoid hogging resources where you don't need to. It's a good practice, but one that takes a lot of discipline and extensive experience. Most people lack the former and it's understandable why they don't have the latter yet.

I really hope this post opens some modders eyes, thanks for the great post maybe this will help.
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мistrєss
 
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Post » Sun May 27, 2012 10:07 pm

http://skyrim.nexusmods.com/downloads/file.php?id=17187

Wanted to post this up as it functions perfectly fine as an esp with most mods, I couldnt get Moonpath to Elsewyr to play nice with it.

Keep it going guys if you see incompatible or compatible quest mods call it out just like I will thanks!
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Aaron Clark
 
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Post » Sun May 27, 2012 6:44 pm

I haven't dabbled in modding for Skyrim myself yet, but from my experience as a programmer I can say that issues like these occur because of authors not taking care to make their code "unobtrusive". A common example is how a lot of people handle the body.onLoad event in Javascript - they just assign a function blindly, overloading anything that's already assigned there, never caring that their scripts may one day be used with other scripts that want to do the same. Unobtrusive coding means you go the extra mile to ensure your creation is 100% compatible with any other script, existing or yet to be created. You do this by paying close attention to the mechanism by which your code is wired up to the whole system, in order to avoid hogging resources where you don't need to. It's a good practice, but one that takes a lot of discipline and extensive experience. Most people lack the former and it's understandable why they don't have the latter yet.
This maybe true, but before eagerly blaming modders for these issues (as happened first with the navmesh issue until folks at Bethesda themselves recognized the problem) one should note that these crashes happen even with mods that don't contain or edit any scripts. Nevertheless you're advice is important. It just seems that the foundation for modding Skyrim is very unstable atm.
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MatthewJontully
 
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