should be the buzzing sound from the "bee in jar" gone with this fix?, bec i have it nonerless (just tried it only in whiterun and its in every house/shop), can't i manually delete this sound with ssedit?
Thanks a lot for this update fix !! Was hopeless to remove the house modification cells because that was making this unable to use player home mods (crash and incompatible of course)
I'd imagine that the simplest way to accomplish this would be use xEdit and load up this plugin alongside whichever Distinct Interiors modular plugins you want. From there, all you should need to do is search for conflicts between Distinct Interiors - Fixes and any Distinct Interiors modular plugins you're using. Once you've done that, you can do one of two things:
a. Copy all conflicting records from this mod into a new plugin and load it after the modular plugin(s), or b. Manually forward (copy and paste) the changes from this mod and overwrite any modular plugins you're using.
After that you should be able to disable this mod and instead use either the new plugin or edited modular plugins depending on which method you used. (Afaik, creating a new plugin for conflict resolution is typically the best practice, but since this would require so few changes, I think it would be fine to just replace the originals)
Does this mod (the vr link you posted) work with the snazzy furniture and clutter patches ment for the distinct interiors fixes patch and the original distinct interiors patch for snazzy? trying to use eeks whiterun interiors, opulent theives guild, and snazzy's together with it.
Long answer: You can try it but be prepared for it to cause you problems later on. I'm only using the Inns module and it contains several persistent references. These are baked into your save and removing the mod that they come from is not a good idea. If you want to test this mod out, either start a new game with a test character, or make a backup of your save before you activate the mod.
102 comments
-1.3.2-
***
Compatible list:
Compatible || Semi-Compatible || Incompatible
Thank you for your time either way.
a. Copy all conflicting records from this mod into a new plugin and load it after the modular plugin(s), or
b. Manually forward (copy and paste) the changes from this mod and overwrite any modular plugins you're using.
After that you should be able to disable this mod and instead use either the new plugin or edited modular plugins depending on which method you used. (Afaik, creating a new plugin for conflict resolution is typically the best practice, but since this would require so few changes, I think it would be fine to just replace the originals)
Long answer: You can try it but be prepared for it to cause you problems later on. I'm only using the Inns module and it contains several persistent references. These are baked into your save and removing the mod that they come from is not a good idea. If you want to test this mod out, either start a new game with a test character, or make a backup of your save before you activate the mod.