Guest Fennek Posted March 30, 2010 Share Posted March 30, 2010 Hello, I think Alternatives is a very promising mod and apparently there are no problems with Ajantis NPC mod, Quallo etc.; is this also true for Saerileth NPC mod? This mod provides an opportunity to go to Brynnlaw with the help of the Radiant Heart Paladins after killing a (weak) dragon and Bodhi for them. Alternatives also provides a path to work with the Paladins, so I'm curious if that works fine together. Link to comment
berelinde Posted March 30, 2010 Share Posted March 30, 2010 The mods should work fine together. If Saerileth insists that you work with the Order of the Radiant Heart, then you're going to have to go that route if she is in the party, but Alternatives uses all new NPCs as quest givers and plot-related personnel, so there shouldn't be any conflict at all. Having said that, I think that both mods use the same room in the Five Flagons for NPC placement. It willl look odd, but it won't break anything. Link to comment
Guest Fennek Posted March 30, 2010 Share Posted March 30, 2010 Fine, thanks for the info! Link to comment
Seeker Posted August 5, 2011 Share Posted August 5, 2011 I can confirm that it work , I just finished with Saerileth and this mod and not once she said anything about the Radiant Annoying paladin . Link to comment
Guest Piotr Posted October 9, 2011 Share Posted October 9, 2011 I'm making a playthrough with both Saerileth and Alternatives mods. There is a problem if you advance both quest lines to the point where you get quests for eliminating the vampires lair. They both promises a hireling to open the lair doors but nobody will be there. I found a solution by setting chapter to 3, when you do that, haz will spawn and everything will work alright. You will even get rewards from both aster and the order guy,2x 300k exp. I'm in Brynlaw right now and so far havent run into any problems, i used Saerileths guy for the transportation. Link to comment
berelinde Posted October 9, 2011 Share Posted October 9, 2011 Heh. Yeah, both mods probably use an IncrementGlobal("Chapter","GLOBAL",1) when you accept the quest, so your chapter count would be off. I don't play the Saerileth mod myself, so no idea how it's coded. Seriously, this is the kind of thing that makes modders weep. We really do try to anticipate every possible way that players can break their games, but players are more imaginative than we are, it seems. So now I know. If I get another bug report that says "Zahl never shows up!" I will know to check the weidu.log for Saerileth. And if I find it, I will tell the player "Change the chapter number to 3 and next time, don't try to collect two paychecks for doing the same job." Thanks for posting your workaround, though. I'm not going to change the mod, though. As long as players pursue one option or the other, everything works fine. The mod is stable now as it is. No idea what would happen if I tried to close that exploit. Link to comment
jastey Posted October 9, 2011 Share Posted October 9, 2011 No need to change a lot, but maybe just include a GlobalLT("Chapter","GLOBAL",3) or something for the incremention (doesn't help with the Saerileth mod counting one up if finished later, though.. ) Maybe put a not in the readme. Link to comment
berelinde Posted October 9, 2011 Share Posted October 9, 2011 Yeah, that's the big issue. Both mods do IncrementGlobal() because that's what BioWare did, and if both mods did SetGlobal() instead, that would work if you talked to Alternatives folks last in every case, but Sillara and Netherin aren't modding anymore, so there's no way to get them to change their mods in any case. I'm reluctant to go through the hassle of versioning up just to close an exploit on one side that will always remain open on the other. It's a player-caused glitch I can't eliminate. That, and versioning up right now would be inconvenient for other reasons, as well. Best just to leave it alone, for now. Link to comment
jastey Posted October 11, 2011 Share Posted October 11, 2011 Not to pressure my point, but to correct my former post: I meant put a note into the readme, in the sense of a warning, stupid typing error. And I understand what you mean. Link to comment
berelinde Posted October 11, 2011 Share Posted October 11, 2011 Ah! Sorry for misunderstanding you! I see what you are saying now. Yes, I can do that, and will next time I version up. Link to comment
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