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MODs Combination Compatibility/Order Notification or Reminder

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6 years ago Mar 8, 2019, 4:26:20 PM

Greetings.


I just would like to know if Is it possible to discern which mods are compatible/not compatible to avoid encountering errors, hooked load screen. Can ther be a compatability icon/reminder/notification or something of the sort as you tick mods at the mod selection screen found on main menu screen, that guides any preferred mod in an order that both compatible and less stable unlike previously before?


This is on the notion that various similar mods, say a trait mods may not be compatible with each other as previously assumed, or other mods are different but have negative effect. I have recently noticed the mod combinations that I've used previously now get me stuck in loading screen for hours until game crashes or indefinitely loading, its as if they are no longer capable with each other.


Forgive me I'm not an expert in mod creation, I can only assume how arduous it must be to make and design one. I only mean to point out an suggestive idea.


I appreciate any feedback on this.



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5 years ago
Jun 26, 2019, 9:31:08 PM

Unfortunately, this is a common problem with any game which allows mods. The base game doesn't have a way to check each and every mod (with new ones coming out as often as people create them) to see which resources they use or modify, or even know about entirely new resources.


Sometimes there can be an outside program which can help determine issues (e.g. LOOT for Skyrim) but my general rule of thumb is if I use two mods that alter the same or similar assets, whichever one loads last will likely 'win', and I may end up with unexpected errors. If I want to avoid that, I avoid using mods which change the same things.


When more than one mod changes something that can end up causing a conflict like you're seeing because Mod #1 is expecting one set of values, and Mod #2 changed them to something else. Worse still, as a mod is developed and updated, it may introduce a new conflict which wasn't there previously, which sounds like what you may be experiencing.


It's time consuming, but you could try loading the mods one at a time to see which one(s) are in conflict and then decide what to keep and what to disable. Or if you have a lot of mods, take the 50/50 approach -- leave half of the mods on. If you have a problem, the issue is in the first half (and then you divide that in half again to find which 'set' of mods have an conflict until you're down to just one). If the first half didn't have an error, enable half of the remaining mods. Repeat in either direction until you find the 'problem' mod.

Updated 5 years ago.
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6 years ago
Mar 17, 2019, 9:07:25 AM

game does not that detailed content loader it cannot control or show compability issues if there will be so.
check modders' content files before jumping into dark waters of modding

Updated 5 years ago.
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5 years ago
Jun 26, 2019, 9:31:08 PM

Unfortunately, this is a common problem with any game which allows mods. The base game doesn't have a way to check each and every mod (with new ones coming out as often as people create them) to see which resources they use or modify, or even know about entirely new resources.


Sometimes there can be an outside program which can help determine issues (e.g. LOOT for Skyrim) but my general rule of thumb is if I use two mods that alter the same or similar assets, whichever one loads last will likely 'win', and I may end up with unexpected errors. If I want to avoid that, I avoid using mods which change the same things.


When more than one mod changes something that can end up causing a conflict like you're seeing because Mod #1 is expecting one set of values, and Mod #2 changed them to something else. Worse still, as a mod is developed and updated, it may introduce a new conflict which wasn't there previously, which sounds like what you may be experiencing.


It's time consuming, but you could try loading the mods one at a time to see which one(s) are in conflict and then decide what to keep and what to disable. Or if you have a lot of mods, take the 50/50 approach -- leave half of the mods on. If you have a problem, the issue is in the first half (and then you divide that in half again to find which 'set' of mods have an conflict until you're down to just one). If the first half didn't have an error, enable half of the remaining mods. Repeat in either direction until you find the 'problem' mod.

Updated 5 years ago.
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