dvrabel on 14/6/2002 at 06:56
Hi,
I built one plugin changing the furniture etc. in the Balmora Mage Guild. And that works fine.
I built a 2nd plugin that adds new NPC (and a few other bits a pieces) to the Balmora Mage Guild. And that works fine too.
However, if I have both plugins loaded at the same time it doesn't work properly. Furniture and other objects from both the plugins goes missing.
David Vrabel
Zerker on 14/6/2002 at 11:57
Worked fine for me, but you gotta make sure you build one plugin on TOP of the other if you want them both to be able to have effect. So you'd open with your furnature mod, without setting active file, and make your NPC and whatever else, then save that one. Load 'em both and boom.
dvrabel on 14/6/2002 at 13:47
I thought part of the point of the plugins was idependant plugins could be loaded for the same area without them breaking.
David Vrabel
Kilana on 14/6/2002 at 16:09
Not for the same area... independant parts will work for a mod if none of the other mods have edited that cell.
Zerker on 14/6/2002 at 19:41
Or, the case of my technique, it works if the other mods are based on the modified version of the cell that the first mod makes :)
But that basically just makes the second mod an upgrade to the first
Kilana on 14/6/2002 at 20:44
If you make a second mod, with all the stuff from the first one, you can turn off the first one and just run the second one.
dvrabel on 14/6/2002 at 22:35
Thanks guys.
I gave up in the end and put the merchant in a different city.
I think part of the problem might have been testing it with an save game that used the 1st mod rather than using a clean (no mod) save.
David Vrabel