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Identifying Cells with the Construction Set

Posted: Mon Apr 04, 2005 1:11 pm
by dragon wench
I try to be careful when installing mods so that I don't create conflicts. Now, some modders will list, by name, those mods that cause compatability issues. Other mod creators, however, just state which grid coordinates their mod uses.

So, I'm hoping somebody can tell me exactly how to determine which cells a mod occupies. I have looked at the construction set already and I've checked the various topics under "cells," but I haven't been able to figure out how to deternine exactly where mod landmasses and the like are located.
If somebody could, in layman's terms, provide me with instructions on how to do this I'd be much appreciative.

Thanks! :)

Posted: Mon Apr 04, 2005 2:27 pm
by fable
I don't know if this will help, but consider using the TES Plugin Conflict Detector. Unlike TEStool, which looks for conflicts between the main game and all mods, TESPCD looks for conflicts among mods, then displays them in datalbase column/row mode with the ability to sort on a variety of fields. Personally, I've found it very useful for locating area conflicts.

Posted: Mon Apr 04, 2005 2:54 pm
by dragon wench
[QUOTE=fable]I don't know if this will help, but consider using the TES Plugin Conflict Detector. Unlike TEStool, which looks for conflicts between the main game and all mods, TESPCD looks for conflicts among mods, then displays them in datalbase column/row mode with the ability to sort on a variety of fields. Personally, I've found it very useful for locating area conflicts.[/QUOTE]

Okay, thanks Fable, I'll check into that :)

Ideally I would like to be able to deal with conflicts before they happen, just by prevention. But if all else fails I can use the above tool in conjuction with installing a new mod while making sure to create a separate slave slot so I can easily deselect it.

Posted: Mon Apr 04, 2005 3:50 pm
by fable
It was suggested to me when I first loaded Abu's Retreat and discovered it floating six feet above a lake outside Pelagiad, and inaccessible. ;) It pinpointed an area conflict with IndyBank. Sure enough, when I removed IndyBank, the lake vanished and Abu's Retreat was once again on dry land. But I was unaware that the IB mod had a bank branch in Pelagiad, so I was at wit's end.

Posted: Mon Apr 04, 2005 5:40 pm
by RebelousDarkElf
This may sound like a stupid question, but what is the "Construction Set"? I'm not a computer guy, so forgive me!

Posted: Mon Apr 04, 2005 5:45 pm
by dragon wench
[QUOTE=RebelousDarkElf]This may sound like a stupid question, but what is the "Construction Set"? I'm not a computer guy, so forgive me![/QUOTE]

The 'construction set' is a CD included in the PC version of the game. Basically, it is a building tool/software that allows you to change and modify the game. This is what the modders use to create their plug-ins, and those who are really skilled can employ it to make a completely new game; such mods are referred to as "total conversions."
Most modders, however, use it for things like new quests, new landmasses, houses, weapons, armour, new textures/meshes etc.