Hi, I don't why, but your mods have conflicts between each other and they crash my game when I have them enabled. The installation went correctly, and I do not know what's the problem. I read a guy talking about having 1.6.640 and not going to update, so I guess maybe this mod is not compatible with 1.6.640?
Are you using Backported Extended ESL Support? Because you need that if you are using any Skyrim version before 1.6.1130(which 1.6.640 is). As for the conflicts, It's the same exact set of scripts being used by all the author's Evolving Location mods. You can ignore the conflict between them, load order is irrelevant.
May I suggest an option that combines Timed and Observed? With Timed I feel like I might miss any changes to the shack if I haven't gone there, but with Observed the timing might feel too fast if I visit a city and then come back. I was thinking something more closer to Timed but with a condition that the player has to have observed the shack's new changes.
Wanted to chime in as well. First, I love the idea for this mod. Makes the world so much more immersive. Thank you for creating it.
Second, I agree with Dragonify03 that a third option combining the two would be awesome. I don't want to miss anything but I really like the idea of there still being a minimum time that must pass before changes are made.
Regardless, great idea. Thanks again for making it. Will definitely be adding it to my current work in progress modlist.
For the new NPCs, I'd like to set them to 'Essential' in my game to ensure their safety. Since you specifically mention in the descriptions for this and your other mods that they are not, I wanted to check in to see if there was a particular reason why they should not be. Will I break anything by adding the 'Essential' flag to the new folks, using SSEEdit?
Thanks for the mods and your help! Have a wonderful day!
It wont break anything no. They are unessential to provide a choice since some people like to play evil, that's all. The script for stage progression checks to see if they're alive as a prerequisite. If the NPC it checks is dead, the quest controlling the locations changes stops, and no changes occur. Setting the npc as essential would just guarantee that they stay alive and thus, the progression will always move along.
So when it comes to the two versions, I want to make sure I got this. Observer means that if I go to say three cities back to back, I might miss the middle stage? And Timed means it all might happen without me visiting after the first time? Just want to make sure I can see the progress.
Observer forces you to go back to the actual location for each stage. Going to multiple cities in a row wont force a quicker advancement. You still have to go back to the location itself for it to recognize that it's appropriate to go onto the next stage. This repeats for each stage of the change. Timed just happens on it's own with or without you going to the original location (this one can absolutely skip stages).
is it okay to overwrite the scripts in your other evolving location mods? better question, can all your evolving location mods be used at the same time?
Yeah overwriting is fine and yes using my other Evolving Locations together is also fine. It's just using the same base scripts as eachother, and each script parameter is set independent of the other mods so they all work fine together.
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Edit : Did some testing it will need a patch
Second, I agree with Dragonify03 that a third option combining the two would be awesome. I don't want to miss anything but I really like the idea of there still being a minimum time that must pass before changes are made.
Regardless, great idea. Thanks again for making it. Will definitely be adding it to my current work in progress modlist.
For the new NPCs, I'd like to set them to 'Essential' in my game to ensure their safety. Since you specifically mention in the descriptions for this and your other mods that they are not, I wanted to check in to see if there was a particular reason why they should not be. Will I break anything by adding the 'Essential' flag to the new folks, using SSEEdit?
Thanks for the mods and your help! Have a wonderful day!
Victoria
They are unessential to provide a choice since some people like to play evil, that's all.
The script for stage progression checks to see if they're alive as a prerequisite. If the NPC it checks is dead, the quest controlling the locations changes stops, and no changes occur. Setting the npc as essential would just guarantee that they stay alive and thus, the progression will always move along.
Have a wonderful day!
Victoria
Observer means that if I go to say three cities back to back, I might miss the middle stage? And Timed means it all might happen without me visiting after the first time?
Just want to make sure I can see the progress.
Timed just happens on it's own with or without you going to the original location (this one can absolutely skip stages).
Thank you for the great mods.
Can’t wait to see what you do next in the series!
Thank you, for your words and for your Environs mods!
Just insure you aren't already using the location with another mod.
Today's Download, the Cliffside Retreat in the Reach."
Another wonderful mod for one's worldly expeditions.
Thank you, kind person! :)