The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

All Races Drop Skulls
sp0ckrates  [developer] 4 May, 2014 @ 10:11am
Any Other Mods Creating a Conflict?
Please post the name of any other mods, which appear to conflict with this one. Also provide any other information you think might be helpful, such as a link to the other mod, the author of the other mod, and a description of the suspected conflict. If you also want to be an update tester, let me know. If I make an update to try to resolve the conflict, you may then test it out and tell me if the fix works.
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Showing 1-9 of 9 comments
G20 5 May, 2014 @ 1:27am 
This one conflicts,
So it's a choice, one or the other for now.
The other unique skull mods do not conflict.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=175268686
sp0ckrates  [developer] 5 May, 2014 @ 3:59am 
G20: If there are any changes I can make so my mod does not conflict with yours, let me know. Please tell me how they conflict. Does my mod change the mesh or texture of the skulls in your mod? Do the skulls in your mod not show up when my mod is also running?
G20 5 May, 2014 @ 5:59am 
Hey bro,
I use the model from the two skull keys, torsten and sarek and lay existing textures on the semetrically. They are incredibly leight weight mods and have never conflicted with anything else before.
I think the conflict must be in the placement somehow,
All my other skull mods place the skulls into the world, this black collection places them into NPC's individual inventories, for pick pocketing, killing them for or buting from them.
I was supposing you placed them in race inventories, I don't see why it should conflict but it does. I havn't tested it myself, but a trusted friend has..
I shouldn't worry too much, you can't exactly use every mod together, It is a bit of a shame though since theyre both suited to the horder style of play ;)

sp0ckrates  [developer] 5 May, 2014 @ 11:49am 
The skulls are actually placed in the death items for each NPC, so they show in inventory only after the NPC dies. Nearly every NPC has the death inventory changed to add the appropriate skull, or named skull. A few are placed in inventory via a script that runs on death, as there was no way to modify the inventory for them--for example, the NPCs using the generic FoxRace.

If you do some investigation and find the cause of the conflict, let me know. Until then, ask your friend to put your mod last in the load order. That has worked for some other mods, but sometimes results in the NPCs having the death items for both mods, or not having the death items for my mod.
Last edited by sp0ckrates; 5 May, 2014 @ 11:51am
G20 5 May, 2014 @ 12:39pm 
She tried the load order, I should have mentioned, no good :(
we'll find it eventually.
Last edited by G20; 5 May, 2014 @ 12:39pm
sp0ckrates  [developer] 5 May, 2014 @ 2:00pm 
OK, if you want to try to track it down, now, I'm game. If not, let me know when you have the time and desire. What I wonder is how your mod adds skulls to NPCs. Do you use a script, or just edit specific NPCs to add the skull to inventory? I'm also curious if you have changed the default human skull, or created new misc items for each skull.
Last edited by sp0ckrates; 5 May, 2014 @ 2:02pm
G20 5 May, 2014 @ 2:19pm 
I'm kinda on something tonight, and then I have three or four months of solid work :( I shall have time to reply, but just here and there. Life huh.
All I did is add them to the individual NPC inventories. about 280 of them. These are not the skulls of the char, but rather ones they own, hence pick pocketable and just in their inventory. Under normal circumstances another mod adding something to the inventory does not conflict with this, I have tried it, also the load order doesn't ordinarily make a difference, the other items just get added too.
I've only ever scripted a few teleport spells, barely understanding the bulk of the scripts I copy, so no scripts there. my mod couldn't be more simple, lol
You seen the skeleton mod at #1 this week. I spent a while myself converting static objects into animate objects, They always disapeared when trying to put them down or on shelves, but the mod author has names a glitch with his where when he places the object they become inanimate, at least theyre there, interesting i thought.
Anyways, back to subject, If I think of something more i'll shout you, please visa versa, It's been nearly a year since i piut that one out there, but i still use it myself for playthroughs. So, ok, cool, ;)
sp0ckrates  [developer] 5 May, 2014 @ 2:50pm 
No problem.
sp0ckrates  [developer] 31 May, 2014 @ 1:59pm 
MESSAGE ABOUT MOD COMPATIBILITY

If you have a mod that you think conflicts with this one, let me know so I may help, or follow these instructions:

If you are using a mod that changes the appearance or clothing of an NPC, it might help to put that mod last in the load order. This will prevent any conflict between the two mods, which might make the NPC use her original appearance and apparel.

Changing the load order is easy. You may unsubscribe from the other mod, load Skyrim, exit Skyrim and then re-subscribe to the other mod. This will put it last in the load order. Or you may select Data Files, select the other mod, and use the down arrow button to move it to the bottom of the list.

Many thanks to Uncle Cookie for pointing this out.
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