15 comments

  1. Radix838
    Radix838
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    Is this compatible with mortimermcmire's The Morrowind Randomizer?
    1. ArchcanonCannon
      ArchcanonCannon
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      Incompatible
    2. Radix838
      Radix838
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      Ah, that's a shame. I like the premises of both mods too much to have to choose between them.
    3. ArchcanonCannon
      ArchcanonCannon
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      Both touch on some of the same uniques, and I'm afraid I'm not competent enough in scripting wizardry to make them work together.
  2. capeion21
    capeion21
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    Both the earlier version 1.2 and the latest version 1.3 appear in files.  Does 1.3 render 1.2 superfluous, or should we install/load 1.3 after 1.2?  
    1. ArchcanonCannon
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      1.3 renders version 1.2 obsolete. The Nexus file management menu is a bit incomprehensible to me. I'll try to fix that, apologies for the confusion.

      Edit:
      File section makes more sense now.
  3. Vengyre
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    That's cool... But I am worried about compatibility in my 200+ mod game. I assume it doesn't behave too well with location overhauls.
    1. ArchcanonCannon
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      I know it will sound like a cop-out answer, but unless you use mods that completely rebuild the layout of dungeons like "New Ilunibi", "Clutter Monkey Overhaul" or "Greater Dwemer Ruins" it shouldn't be a problem. And then it'll only block some specific parts of this mod (literally like a few unique items), everything else should be fine. If you're talking Rebirth, then all that's gonna be screwed up is game balance. 
    2. Vengyre
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      Well, not Rebirth, but I am using some mods that overhaul both cities and dungeons (like New Ilunibi, yes). I'll test this in my next run and see how it goes.
    3. Vengyre
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      edit: double post
    4. ArchcanonCannon
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      By the by, I play with 200+ mods too.
    5. Oblib
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      I also have several mod merged item list, and it seems to work very fine for me !
      In the merge I also put « Commonly Used Containers Nerfed », would it be useful or is it useless ? Or even conflicting/counterproductive ? 
      In any case, thanks much for the mod ! How broken is it to get out of a dungeon with hundreds of kG in loot lmao, much better like that !
    6. ArchcanonCannon
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      First of all, sorry for the late reply. 
      Second of all, Hlf11's mod straight up remove three leveled lists from the game, whilst my mod simply tweaks (and somewhat nerfs) them through diverse means.
      However, putting his mod after mine in the your load order will make Half11's work as intended.

      Having said that, to answer your question straight, the two mods are fully compatible and neither renders the other obsolete.
      So as indicated before, if you like what Half11's mod does, I'd recommended putting it BELOW mine, then keeping it in your load order.

      Again, sorry for the late reply. I hope this helps.
    7. Oblib
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      No problem ! Thanks for your answer.
      I ended up using both, but made the wrong choice of order apparently ^^ 
      Though, whether this mod erases the other one or not, in that order, I am totally satisfied by my game’s loots ;
      So I’ll let it as it is, either case. Thanks again very much for the mod, one gaming month later, did not disappoint !
    8. ArchcanonCannon
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      To be honest, I'm not sure if the order would change anything about the actual in-game end effect as I don't have a full grasp of the ways various leveled-list-merging tools' inner workings differ.

      But this is the ordering I'd lean towards as a 'good practice' when it comes to compatibility/stability. Though it's not a big deal and (modded) Morrowind is probably the most stable of Bethesda titles or there anyway.

      So, considering you're fine with the way it turns out in-game that's the most important thing.
      Thank you for understanding, have fun!