Roxanne Posted February 26, 2016 Share Posted February 26, 2016 they will simply not work within their mod context anymore but they will work as the thralls the player wants them to be.Meaning ? That sounds very much as "if imoen is not a mage, I'll kill 90% of this mod content cause I just can." a thread. And not, "If Imoen is not a mage, so what, she'll still talk as if she was." -like every one of the other mods do. Cause they don't script idiot checks of the character classes but only if the wished person is conceptually present(via death variable), in what ever incarnations they decide to be in today in this age. Again - this is not about critisizing or preventiing mods to do something to other mods. This is all about gaining information about what kind of changes are done to mod-provided creatures. Because, is something seems to be bugged in your mod, people will make a report to the modmaker - so it is good to know that the source of a specific problem may lie somewhere else but in the mod itself. Just one recent example - some mod added random walk to all creatures it could find in the game meeting specific criteria, including mod-provided quest creatures. So there were reports about two mod NPCs shouting all across the city (they were no longer standing side by side but wandering all over town) or guards having left their post to take a stroll. You do not get to the source of such problems unless you know that a mod introducing random walk exists. This is the only reason to see what a new mod adds to the game. Here, Level1NPCs had a defined list of NPCs it could affect while the new mod is a global tool. I understand what it does and can take it into account when troubleshooting. This is the only reason for having asked for information here. Nothing else. Quote Link to comment
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