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The Elder Council Compatibility information
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Doombuggie41
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Joined: Sat Feb 21, 2009 11:36 pm Posts: 385
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 The Elder Council Compatibility information
The Elder Council Compatibility information
This will list what is known about The Elder Council mods and compatiblity.
The Elder Council Mod.
The following edits where made to existing palace features that if edited by other mods may cause problems.
1) The door leading down to the basement (edit this and it breaks the mod) 2) The Guards positions (may have to edit these later but these are eye candy). 3) All the Councilors chairs (used by AI packages so kind of important). 4) The Council Chambers locked door was opened.
Thats all the stuff that The Elder Council edited that existed before. That means its got a very small area where compatibility may be a problem.
The Elder Council - Temple of the one.
The following NPCs where edited and should not be edited by other mods for that reason, neither are vital to the mod but both where sent to the new temple because they are the ones that usually stood in the old temple.
Tandilwe Jeelius
The following NPCs have AI packages that where turned off after the temple was restored. That means they stop using the temple after the temple is restored but where not edited. Which is useful because Calindil is used by frostcrag and FathisUles is used by several quests. So not needing to edit these was a massive boost for compatibility of the temple mod.
AstiniaAtius AlessiaOttus CaulaAllectus Carwen Calindil + Curtis CiceroVerus DraloraAthram Elragail FathisUles Hagaer Hassiri Jair Jmhad MarinusCatiotus MaroRufus RochelleBantien Srathad StantusVarrid SamuelBantien SergiusVerus TertullianVerus TrenusDuronius UzulGroGrulam Winson
Other changes.
The 2 doors leading to the temple where disabled and need to be renabled via the Mr fixit quest if the mod is removed. Also the Dragon is disabled and that restores the old temple. I then added my own door to it and my own interior. This made things nice and clean and much safer for compatibility reasons.
Thats all the areas you need to worry about in these mods which deal with areas that may have been used before by others.
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| Sun Feb 22, 2009 12:48 am |
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onra
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 Re: The Elder Council Compatibility information
for the load order..I personally have resources and overhauls always at top of my load order so that other mods have the chance to overwrite....
I would recommend ...
oblivion esm cobl esm DC CUORP esm Fort akatosh esm ...... ...... cobl glue esp cobl tweaks esp ...... ...... CUO Overhaul ....... ....... OMG KA Necromancer DC Tec Temple of the one Guards of Cyrodiil Fort akatosh ...... Unique Landscapes (if used) ........ Better Cities (if used) .......
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| Mon Mar 23, 2009 4:25 pm |
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duderock101
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Joined: Tue Apr 07, 2009 12:04 pm Posts: 1
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 Re: The Elder Council Compatibility information
I have a question about compatibilty.
I am using a number of mods,
like Rensguard Overhaul and OOO
I exit the IC and the first thing i see is a bugged tree, when looking at it is seems like its been ripped apart and theres loads of strange lines coming outta it. I then walk down to the bridge and the game crashes - first time it's done that. Is there anything wrong with using those two mods as its the only thing i cant think that could have caused it.
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| Tue Apr 07, 2009 12:09 pm |
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pickers101
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Joined: Mon Feb 23, 2009 7:52 pm Posts: 18
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 Re: The Elder Council Compatibility information
definitely not reneer's guards as i use that and have had no problems
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| Tue Apr 07, 2009 1:57 pm |
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Doombuggie41
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 Re: The Elder Council Compatibility information
Hi Duderock,
Could we have a load order? What gate is it at? Have you seen this before?
Dbug
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| Tue Apr 07, 2009 7:08 pm |
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