Kind Sir, i would like to know if this mod would conflict with "Darnified UI - DT and DR" or "The Weapon Mod Menu" mods (this two mentioned are confirmed to work together, now just want to see if they work with yours) before i try to load it.
Hinted in the "Darnified UI - DT and DR" description: "Compatibility - Mods that edit item_stats_display_inventory.xml are incompatible. - Mods that edit inventory_menu.xml are incompatible, but compatibility patches will be added for mods that do."
I would love to use all these mods together with the rest of my mods i just collected.
It's hard to say at this point in time. I uninstalled FNV and the GECK a long time ago.
What I do know is that this mod modifies the name of each item within the GECK. I did not modify any .XML files.
I guess you're going to have to test it yourself. A quick easy way to check for conflicts is to load up your mods in FNVEdit and scout for red entries.
Thanks. Replaying fnv after fo4 this mod is pretty much what i was looking for in order to keep my pack rat sanity. Making it configurable through MCM would make it even better.
NP, I made this mod because I'm a pack rat too. Adding configs in MCM would require me to know scripting, which I don't. Also, I like how this mod doesn't require any other mods to use, something a large quantity of FNV mod do...
Like the first part of the description says, Project Nevada already has it's own built-in prefix system, although it's not complete like mine. The lack of polish in PN's prefix system is what drove me to do my own mod. When I finished my mod, I stopped using PN because I was using it solely for the prefix system. I never had plans to make a PN version. I imagine the greater fraction of items from my mod would still work in PN, but I imagine there would still be tons of conflicts to resolve in FNVEdit and long hours of playtesting involved, only to have a very few people download it.
I think that's the biggest problem with this mod: there's so many other mod adding items and so many possible conflicts that it's hard to please everyone in the end.
8 comments
item: Coffee Mug
The mod has it listed for Sink in OWB.
It's needed for the Black Coffee crafting recipe from HH.
Hinted in the "Darnified UI - DT and DR" description:
"Compatibility
- Mods that edit item_stats_display_inventory.xml are incompatible.
- Mods that edit inventory_menu.xml are incompatible, but compatibility patches will be added for mods that do."
I would love to use all these mods together with the rest of my mods i just collected.
Appreciated.
What I do know is that this mod modifies the name of each item within the GECK. I did not modify any .XML files.
I guess you're going to have to test it yourself. A quick easy way to check for conflicts is to load up your mods in FNVEdit and scout for red entries.
Making it configurable through MCM would make it even better.
Edit: Please make a PN patch.
Like the first part of the description says, Project Nevada already has it's own built-in prefix system, although it's not complete like mine. The lack of polish in PN's prefix system is what drove me to do my own mod. When I finished my mod, I stopped using PN because I was using it solely for the prefix system. I never had plans to make a PN version. I imagine the greater fraction of items from my mod would still work in PN, but I imagine there would still be tons of conflicts to resolve in FNVEdit and long hours of playtesting involved, only to have a very few people download it.
I think that's the biggest problem with this mod: there's so many other mod adding items and so many possible conflicts that it's hard to please everyone in the end.