bonjour, ce mod ne marche pas, seulement quand il veut, il faut le revoir sérieusement, même en bas de liste, il ne fonctionne plus après certaines heures de jeu, aller sur ARK ou autre devient impossible, en plus les parchemins de téléportation semble bloqué aussi, je n'ai que ce mod installé.
Hab den mod grad entdeckt und keine Ahnung von mods generell, wusste nicht mal wo ich das installieren soll. Hab dann bei der alten Version die Anleitung gefunden, aaber so wie ich das jetzt gemacht hab, verschwindet die Karte. Ich seh also nur noch die icons und Holz. Was kann ich da machen?
This mod does not appear to do anything. I downloaded it and installed it using Vortex but no fast travel. I only have this mod and the high quality music mod installed. I have no clue what to do to fix this. It hasn't broken anything as far as I can tell....just doesn't work.
so weird conflict workaround that I just found by accident.
I was getting the bug/conflict issue of not being able to fast travel with the other fast travel mod and if i use this mod it fixes the fast travel. but if I try to use this mod standalone it still does the problem listed below where it says you cant fast travel from that area. Don't know if this fix keeps the dynamic scripts or not though.
who would of thought you could solve mod conflict with mod conflict...
Hey....your mode is awesome but... After installing a mod called Disenchanted(https://www.nexusmods.com/enderal/mods/145?tab=description) i was not able to fast travel, there was a message telling not able to fast travel from this location. Disabling that mod using vortex solved the problem. I hope it can be fixed. Update!! I experienced the same problem with log cabin mod(https://www.nexusmods.com/skyrim/mods/77881)
Change your load order. My mod changes almost all world space cells by giving the "Can fast travel" flag. If another mod overwrites the entry it's your load order which causes the issues, as that flag will then be removed.
Oof. Better get used to xEdit or zEdit then. Making patches isn't that hard, but if this mod does something on such a large scale, there is bound to be incompatibilities.
Well a world space also gets altered if you simply put a new object into the wilderness. XD Unfortunately I couldn't find a way to change the flag via papyrus.
But yeah, regarding the users: xEdit is crucial as even the end user has to alter a mod or create a patch on his / her own if he / she wants to ensure everything is compatible with each other. Modding TES or Fallout games was never that easy for the end user, as of how the ESP loading works. The last mod in the load order is the favorite one to have the changes it makes in the game. While adding new stuff adds together pretty good, changing existing stuff (which happens if you put something into the world space for example, which means the world space entry and world space celll entry gets altered), raise incompatibilities.
I don't think there would be any harm loading my mod at the end, as it doesn't do anything else than changing the world space flag. Which then gets changed again by mods that alter the world space and are loaded after my mod.
19 comments
Ps. : Ahja. Ich habs verstanden :DD
I think it's a simple conflict, i only have 2 mods : Tracker Tools and Arrow tweak.. It's probably a conflict with Tracker Tool.
I already tested every load order possible, none work.
Do you have an idea how i can fix it to play with your mod + Tracker Tool ?
I was getting the bug/conflict issue of not being able to fast travel with the other fast travel mod and if i use this mod it fixes the fast travel. but if I try to use this mod standalone it still does the problem listed below where it says you cant fast travel from that area. Don't know if this fix keeps the dynamic scripts or not though.
who would of thought you could solve mod conflict with mod conflict...
The only reason why my mod doesn't work is because you've not put it at the end of your load order.
Update!!
I experienced the same problem with log cabin mod(https://www.nexusmods.com/skyrim/mods/77881)
My mod changes almost all world space cells by giving the "Can fast travel" flag.
If another mod overwrites the entry it's your load order which causes the issues, as that flag will then be removed.
Unfortunately I couldn't find a way to change the flag via papyrus.
But yeah, regarding the users: xEdit is crucial as even the end user has to alter a mod or create a patch on his / her own if he / she wants to ensure everything is compatible with each other.
Modding TES or Fallout games was never that easy for the end user, as of how the ESP loading works.
The last mod in the load order is the favorite one to have the changes it makes in the game.
While adding new stuff adds together pretty good, changing existing stuff (which happens if you put something into the world space for example, which means the world space entry and world space celll entry gets altered), raise incompatibilities.
I don't think there would be any harm loading my mod at the end, as it doesn't do anything else than changing the world space flag.
Which then gets changed again by mods that alter the world space and are loaded after my mod.
I can't either. I just can hide your post if you want that. XD
You may be able to do that too.
Goto "Manage" and then select "Hide and optionally report post".
Do NOT report your post when hiding though. oO
A poster's only resort is to edit his post with something like [Deleted] or NVM or something.