Difference between revisions of "Understanding Mod Conflict Reports"

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While OBMM looks for and detects two or more mods that alter the same record, what it can't do is determine if this is a conflict of interest or not. In some cases, a conflict actually shows that two mods are ''working as they should''.
While OBMM looks for and detects two or more mods that alter the same record, what it can't do is determine if this is a conflict of interest or not. In some cases, a conflict actually shows that two mods are ''working as they should''.


A great example is, and to draw on my own work, the Cats & Rats mod. In order to prevent guards attacking cats, a short piece of code is added to the guards. Because mods like OOO, Francescos and others alter guards as well, guards from these mods were imported into Cats & Rats. If you were to run a conflict report, it would be filled with [i]potential[/i] red conflicts over the NPC entries for guards -- ''but these are not'' actual ''conflicts''. In fact, if the conflicts didn't exist, Cats & Rats would not work properly and you'd have cities full of poor dead kittens.
A great example is, and to draw on my own work, the Cats & Rats mod. In order to prevent guards attacking cats, a short piece of code is added to the guards. Because mods like OOO, Francescos and others alter guards as well, guards from these mods were imported into Cats & Rats. If you were to run a conflict report, it would be filled with ''potential'' red conflicts over the NPC entries for guards -- ''but these are not <u>actual</u> conflicts''. In fact, if the conflicts didn't exist, Cats & Rats would not work properly and you'd have cities full of poor dead kittens.


Another example is Mighty Magic and, well, just about any mod that alters creatures and spells (OOO, Francescos, MMM etc). Does seeing a long list of red conflicts mean your game will break or you can't use the mods together? Not at all. Why? Because, again, the conflicts are not ''actual'' conflicts -- there is no spoon -- they are ''potential'' conflicts. That Mighty Magick alters some settings on top of those you might find in OOO or Francescos is entirely the point -- that's why you're loading the mod!
Another example is Mighty Magick and, well, just about any mod that alters creatures and spells (OOO, Francescos, MMM etc). Does seeing a long list of red conflicts mean your game will break or you can't use the mods together? Not at all. Why? Because, again, the conflicts are not ''actual'' conflicts -- there is no spoon -- they are ''potential'' conflicts. That Mighty Magick alters some settings on top of those you might find in OOO or Francescos is entirely the point -- that's why you're loading the mod!


If you decided not to use a mod because you saw red conflicts, you would be missing out on a better Oblivion experience, and all for nothing.
If you decided not to use a mod because you saw red conflicts, you would be missing out on a better Oblivion experience, and all for nothing.
Anonymous user

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