Galahaut's Morrowind Mod List Wiki

 

Mod Conflicts Backup

Page history last edited by Kainee 1 yr ago

Mod Conflict Listing

 

Welcome to the Mod Conflict Listing. I am on the go today, so I will start with a quick and dirty copy/paste. Expect changes as I clean this up and convert it for the wiki. - Faceless_Wanderer

 

Original Maintainer’s Disclaimer:

I am just a middle man bringing all of this information together. Some of what I found was from old forum threads, and the mods listed may have changed since the info was posted. I have not personally tested all the listed conflicts to verify the information I have recieved. The update of this list heavily depends on you, the community, for researching conflicts. Please contribute any conflicts you have personally confimed by posting to this thread.

 

Special thanks goes out to Lochnarus, the only person that responded to my original thread and gave me a head start on this.

 

Thanks to the following contributors: The_Madcap, _Tarnsman_, Illtempered, Dimitri Mazieres, Dogfish, the dark FLAME, Lady Rae, Patrograd2, Nerra, dagmara, TamaraUK, sunsi, DWS, Jhorri, Loklann, Razorwing, Dragon32. And to anyone else I missed.


Format:

Plugin title-

Optional plugin description.

Optional list of confirmed compatible plugins (mainly from author's readme).

Conflict , explanation -> solution.

Conflict with explanation.

Listing of conflicting mods without explanation.

Listing of mods that some had conflicts with and others have said work for them.


Conflict Map Links:

Nerra's MW Mod Conflict Map

 

Cryonaut's Map-O-Mods


Abandoned Flat –

Conflicts with Seyda Neen Docks & Haldenshore V1.1, docks overlap with shack.

 

Abigail’s Petshop-

Note: Clean Abigail’s Petshop_v5.5_SN_E.esp should be lower in the list after Pseron Wyrd's Fix PW_SNDockss+Lighthouse.esp, to avoid flooding the area when used with Seyda Neen Docks & Haldenshore with the Better Seyda Neen Lighthouse.

 

Abu’s Retreat

Conflict with BEER! -> Load AR after BEER!

Floating tree in front of the house added by More Trees and Foliage.

Gardeners of Morrowind adds floating trees behind the house. Also replaces greenhouse trees with larger trees, making the greenhouse impassable. Quick greenhouse fix-> load Abu's Retreat in the editor and rename the 6 trees in the Abu's Greenhouse cell. This fixes the problem with GOM and also protects them from being replaced by any tree replacer mod

 

Ald Vendras moved V3.0-3.1-

Combination mod adding landmasses, towns, and quests in the W/NW/N compass quarter off Vvardenfell, also E/SE of Solstheim. 3.0/3,1 incorporates most of the patches to 2.5. Still supports EITHER White Wolf of Lokken Mountain OR Inn of the Whispering Wood, not both.

Doom Door is no longer supported in 3.0/3.1 due to that mod’s author requesting that, and is presumed to conflict.

Conflicts with The Glory Road, Legends of Yuduma.

Possible conflict with Sea of Solstheim.

 

Ald-vendras moved v2.5 -

Combination mod adding landmasses, towns, and quests in the W/NW/N compass quarter off Vvardenfell, also e/se of solstheim. With patches, works with: Iliuminated Order, Korobal Island, Balmora Expansion, Dungeon Isle, Doom Door, and EITHER White Wolf of Lokken Mountain OR Inn of the Whispering Wood – not both.

Conflicts with The Glory Road, Legends of Yuduma.

Possible conflict with Sea of Solstheim.

 

Alice-

Conflict with Nevana's Assistant's and Apprentices.

 

Alien Slof's Better Beasts -

Some head conflicts with Beryl's Head Replacer -> remove Argonian and Khajiit id's from BHR to fix it.

 

Akiviri Island -

Description pending.

Conflicts with Siege at Firemoth.

 

Annastia 3.3 -

New landmass with cities and quests, located far to the south off the map.

Conflict with Gorg's Balmora Expansion -> load before BE to prevent cell conflict.

May conflict with Vivec Expanded as Anastacia extends the Vivec docks slightly for its transport ship.

May conflict with Japanese house for the same reason, but doesn't seem too.

 

Armigers at Ghostgate-

Minor conflict with Guarded Ghostgate, Armiger stuck in rope -> move in CS.

 

Armor of Jet and Gold-

Conflicts with Vibrant Trees, tree placed above tomb entrance.

 

Authentic Signs: Inns and Taverns 1.1 -

Description pending.

Conflicts with Unique Signs -> load AFTER Unique Signs.

 

BEER! -

Conflicts with Pegas Horse Ranch (landscape, 11,13) -> use _Tarnsman_'s PHR compatible version, or merge both plugins in the CS.

The following are regarding the version merged with NoM -> must go before Suran Underworld to prevent cell conflict in Fort Frostmoth.

Cell conflict with Iliandria, an Altmer Town -> load BEER! before Iliandria.

Slight cell conflict (-22,16) with White Wolf of Lokken Island that can be corrected in the editor.

Conflict with Abu's Retreat-> load AR after BEER!

Conflicts with Vibrant Trees, tree place coming out of the side of the Twin Goats Tavern. Also, minor landmass conflict solved by loading BEER! after VT.

Possible conflict with Lothavor's Legacy mentioned in old forum info.

 

Beryl's Head Replacer -

Some conflicts with Alien Slof's Better Beasts-> remove Argonians and Kahjiit id's from BHR to fix it.

 

BE Soothsayer –

Conflicts with Nevana's Assistant's and Apprentices

 

Better Seyda Neen Lighthouse -

Conflicts with Seyda Neen Docks and Haldenshore v1.1-> use Pseron Wyrd's fix.

 

Beyond Ysgramor -

A faction, quests and multiple areas. Includes a small island south of vvardenfell (still researching changed areas).

Conflict with Black Mill, at least 1 cell east of Sadrith Mora.

Conflicts with Black Queen Chronicles, damages a mountain outside seyda neen -> load BQC before BY.

Conflicts with Tarmar.

 

Black mill -

Major quest addition with new landmasses.

Minor house conflict with Seyda neen docks and Haldenshore.

Conflicts with seekers faction regarding conversation topic 'inquisitors'.

Conflicts with Silgrad Tower, SellnSail Galleon, Brother Juniper's Twin Lamps.

Conflicts with Beyond Ysgramor.

Possible conflict with fishing academy mentioned in old forum inf.?

 

Black Queen Chronicles-

Conflicts with Brother Juniper’s Twin Lamps-> place BQC lower in the list to fix.

Conflicts with Beyond Ysgramor, damages mountain outside Seyda Neen -> load BQC before BY.

Conflicts with Siege at Firemoth, BQC puts Firemoth underwater-> load SaF lower in the list.

Conflicts with Trade Routes, overlapping islands.

Conflicts with Castlevania mod, landmass conflict.

 

Booty Isle -

3 small islands, E, SE, S of Vvardenfell with quests.

Conflicts with Journey’s End (Cells 19,-12; 19, -13; 18, -12; 18, -13) causing possible crash -> Load BI after JE to avoid the crash, but conflicts still exist.

Readme states confirmed compatibility with: Beyond Ysgramor, Moon's Spawn, Pearl Island, Korobal Island, Sorefoot Enterprises, The Black Mill.

 

Brother Juniper’s Twin Lamps-

Conflicts with Nevana’s Twin Lamps and Slave Hunters, overlaps changes on many npcs.

Conflicts with Black Queen Chronicles-> place BQC lower in the list to fix.

 

Castlevania Mod-

Conflicts with Black Queen Chronicles, landmass conflict.

 

Cloak and Dagger Shop-

Conflicts with Witchgirl Adventure.

 

Chapels of Vvardenfell 2.0-

Conflicts with Nevana's Assistant's and Apprentices. Chapel overlaps and covers some of Nevana's hirable NPCs in Caldera, possibly also in other towns.

 

Children of Morrowind-

Conflicts with Walled Balmora, WB moves the temple into a CoM playground-> move temple in CS.

 

Children of the Night-

Conflicts with Doom Door, ghosting.

 

City of Black Light -

Island containing city, located west of Gnisis.

Conflicts with Havish (landmass).

 

Clockwork Tower-

Conflicts with Vvardenfell News, both use 'A_Fate' as an id, CT uses it as a creature, VN uses it as an article of clothing-> rename one in the CS to fix.

 

CM_Partners_2.2 (and 2.5 & 2.6??) -

Conflicts with MQB_AndromacheBB on the CM_Partners NPCs in Dagon Fel.

If your partners are Nord-> Open CM_Partners in TESC and either change the Nord partners into another race or remove them and place them elsewhere in the game.

 

Devil's Rock for Vivec's Soul-

Description pending.

Island located far NE of Vvardenfel, off the map, occupying about ten cells around (27,47)

No currently known conflicts.

 

Doom Door-

Conflicts with Children of the Night (ghosting)

Conflicts with Ald Vendras V3.0, 3.1, compatible with v2.5 with AV patch.

 

Dracandros' Voice 2.71 -

Adds many choices and commands to NPC dialogue.

Conflicts with LGNPC Project plugins (or with any other for which the Background topic is of any importance, since it is removed).

 

Dracus Durzog Armor v1.1 -

Conflicts with indybank, unless the no houses version is used, or the tower in Dagon Fel is moved.

 

Dulsya Isle -

Landmass W/SW of vvardenfell with 2 cities and quests.

Conflicts with Sea of Destiny.

Conflicts with Liligue Island.

 

The Entertainers-

Conflicts with Improved Inns, both add overlapping scripts to the proprietor of the Eight Plates.

 

Firemoth Expanded –

Conflicts with Seyda Neen Docks & Haldenshore V1.1, overlapping boats.

 

Gardeners of Morrowind -

Conflicts with Sea of Destiny causing some trees to appear in the air-> must be corrected using the CS.

Some tree rearrangements to avoid weird placing with Gorg's Balmora Expansion -> load BEFORE Gorg's BE to avoid cell conflicts.

Issues with Abu’s Retreat, see Abu’s Retreat entry above.

Misc. trees around the world are half-sunk in the ground.

 

Guarded Ghostgate –

Minor conflict with Armigers at Ghostgate, Armiger stuck in rope -> move Armiger in CS.

 

Giants –

Conflicts with Village of Mora Uvirith. VoMU has a dragon01 creature entry that conflicts with Giants, causing a CTD if a dragon01 is encountered -> solve by deleting dragon01 from VoMU and merged lists.

Conflicts with Haldenshore, as it places spawnpoints in the new towns.

 

Give Your Orders v1.3 -

Adds many choices and commands to NPC dialogue.

Confirmed compatible with Dracandros' Voice.

Unconfirmed conflict with LGNPC Project plugins and Background topic (may be only Dracandros' Voice).

 

The Glory Road –

Conflicts with Ald Vendras v2.5, v3.0, v3.1,.

Conflicts with Havish.

 

The Goblin Lab –

Conflicts with N’dib_5, overlapping landmasses.

 

Gorg's Balmora Expansion -

 

Combination mod for Balmora.

Some tree rearrangements to avoid weird placing with Gardeners of Morrowind -> load AFTER GoM to avoid cell conflicts

 

Guide to... gfx replacer –

Conflicts with K_Scroll_Upgrade as they both try to change the meshes of the same objects objects -> either load Guide to… after KSU, only changing the guides, or manually edit to combine.

 

Havish -

City with quests on landmass W and NW of vvardenfel.

Readme states confirmed compatibility with: Moon's Spawn, Black Queen Chronicles, Staneqau Island, Fort Firemoth, Vogar, Children of the Night 2.

From forum threads, compatible with Beyond YsGramor, Trade Routes, Sorefoot Enterprises.

Confirmed compatible with Haldenshore and Booty Island, by the same author.

Conflicts with Morrowind4Fish, which places spawn points in Havish’s area.

Conflicts with Black Light (landmass), The Glory Road, Silgrad Tower.

Possible conflict with Sea of Solstheim.

Possible unconfirmed conflict with Velayia from old forum info.

 

House of Spears-

Conflicts with Suran Archery House. Fix available.

 

Icatos -

Adds underground town and quests to western morrowind, reached by a travel NPC in Vivec.

Currently no known conflicts.

 

Iliandria, an Altmer Town -

Cell conflict with BEER! -> load after BEER!.

 

Illuminated Order -

Faction and quest mod.

Misc. minor overlapping with other mods (mainly NPCs) , like McAsmod's Werewolves and LGNPCP - Khuul.

Conflicts with Indybank-> use Pseron Wyrd's Indybank compatible version.

 

Improved Inns-

Conflicts with The Entertainers, both add overlapping scripts to the proprietor of the Eight Plates.

 

Indy’s Armorer 1.93-

Conflicts with Complete Morrowind 5: Smithing, and that module of Complete Morrowind: Full.

 

IndyBank Mod 2.4 -

Cell conflicts (buildings) with Balmora Expansion and BEER!->Indybank.esp must go before Gorg's BE, and AFTER BEER!;

Goldweight.esp must go after Reflective Gold to take proper effect.

Conflicts with Dracus Durzog Armor v1.1, unless the no houses version is used, or the tower in Dagon Fel is moved.

Conflicts with Illuminated Order -> use Pseron Wyrd's compatibility version of Indybank.

 

Inn of the Whispering Wood-

Conflicts with White Wolf of Lokken Mountain.

 

Journey’s End-

Conflicts with Booty Island, load BI after JE to avoid crash.

Conflicts with Moon’s Spawn.

 

Korobal island -

Island with quest, NE of Sadrith Mora.

Conflicts with Goblin Lab, Moon's Spawn (landscape), New Khuul, Physiqued Capes (store in vivec).

Readme states confirmed compatibility with: The Black Mill, Doom Door, Giants, Advanced Guards, Havish, Illuminated Order, Dragon Perch Island, Investigators, Martistan Castle, Island of Tusar, Abandoned Flat, all the Official mods, Suran Underworld, NightTime Doorlocks, Thief Experience, and Rogues.

 

K_Scroll_Upgrade –

Conflicts with Guide to… replacer as they both try to change the meshes of the same objects -> either load Guide to… after KSU, only changing the guides, or manually edit to combine.

 

Lilligue island -

Large island chain landmass located south, off Vivec. 2 towns and quests.

Conflicts with Dulsya Isle.

Conflicts with Veldion.

 

Living Cities of Vvardenfel-

Conflicts with Lockbash Enhanced.

 

Lockbash Enhanced-

Conflicts with Living Cities of Vvardenfel.

 

Lord Alt Tab –

Conflicts with Nevana's Assistant's and Apprentices.

 

Madd Leveler-

Conflicts with Necessities of Morrowind.

 

Magic Effects Bug Fixes -

Conflicts with Wakim's Game Improvements-> load before WGI.

 

MentalElf's ArcaneGuard -

Quest mod for an armor set that gets new enchantments as more pieces are found.

Conflicts with QuickChar, Chargen Revamped, and so forth. AG has a script loaded during chargen at start, which mods changing the chargen can skip causing MW to hang -> edit the AG script check to start switched 'on' or disable it.

Update pending with specific script to be modified.

 

Moon’s Spawn-

Conflicts with Journey’s End.

 

Morrowind4Fish

Conflicts with Havish, placing spawn points in Havish’s area.

 

MP*Canus' Necromantic Robe 2 –

Conflicts with Xanondorf's Rare Robes Collection as they both try and change the robe worn by Goris the Maggot King.

 

MQB_AndromacheBB

Conflicts with CM_Partners_2.2 (and 2.5 & 2.6??) on the CM_Partners NPCs in Dagon Fel.

If your partners are Nord-> Open CM_Partners in TESC and either change the Nord partners into another race or remove them and place them elsewhere in the game.

 

N’Dib_5 –

Conflicts with The Goblin Lab, overlapping landmasses.

 

Necessities of Morrowind-

Conflicts with Walled Balmora, on objects moved into the wall at Cauis Cosades’ house -> move objects in CS.

Conflicts with Nevana’s Twin Lamps and Slave Hunters, NoM Food Store moves landscape, leaving slaver tower floating.

Conflicts with Madd Leveler.

 

Nevana's Assistant's and Apprentices -

Conflicts with Chapels of Vvardenfell 2.0. Chapel overlaps and covers some of Nevana's hirable NPCs in Caldera, possibly also in other towns.

Placement conflicts with Alice, BE Soothsayer, and Lord Alt Tab-> fix in the CS.

 

Nevana’s Twin Lamps and Slave Hunters-

Conflicts with Necessities of Morrowind, NoM Food Store moves landscape, leaving slaver tower floating.

Conflicts with Brother Junipers Twin Lamps, overlaps changes many of the same npcs.

 

Nudity Greeting Expansion v1 -

Expands NPC responses to conversation with nude PC.

Try to load as close to last as possible to avoid being overridden by other plugins.

 

Pegas Horse Ranch-

Ridable horses, complete with ranch.

Conflicts with BEER! (landscape, 11,13): use _Tarnsman_'s PHR compatible version, or merge both plugins in the CS.

Conflicts with Sword of the Seven Spirits, the cave entrance for SotSS is in the same cell as PHR.

Conflicts with Seeker's Faction, SabreGirl's Morrowind Ecology, Exotics Boutique

 

Pseron Wyrd’s “PW_redesigned vivec-vivec expansion” –

Conflicts with Vivec Neverine Palace.

 

Quickchar-

Speeds up character generation by cutting the dialogue and going straight to the chargen menus.

Quickchar disables the script that allows the player to use the bedroll in the Seyda Neen Census & Excise office.

Conflicts with scripting in MentalElf's ArcaneGuard, see ArcaneGuard entry above.

Some other options include using Quickchar for testing only, or Silent CharGen, which only disables the dialogue but not the script.

Silent Chargen's compatibility with above issues not confirmed.

 

The Runaway v1.2 -

Major cell conflicts with Sea of Destiny.

 

Sea of Destiny -

Island chain landmass SW of Seyda Neen with quests.

Conflicts with Haldenshore, Dulsya isle, Havish, Wizard's Islands.

Major cell conflicts with The Runaway v1.2.

 

Seekers-

Faction mod.

Conflicts with Living Cities of Vvardenfell on a door to a Seeker's house in Caldera.

Conflicts with The Black Mill on the conversation topic "inquisitors".

 

Seige at Firemoth-

Conflicts with Black Queen Chronicles -> load SaF lower than BQC.

 

Sell n Sail Galleon-

Conflicts with The Black Mill.

 

Seyda Neen Docks & Haldenshore V1.1-

Combination mod with quests, expanding Seyda Neen and adding a thieve's town nearby.

Depending on its place in the mod load order, there may be parts of the new town areas under water due to conflicts with other mods; more specific info unavailable.

Confirmed compatibility with the abandoned necromancer's abode from magic trinkets of tameriel v3 and the added boat from Beyond Ysgramor.

Conflicts with Abandoned Flat, Docks overlap with shack.

Conflicts with Firemoth Expanded, overlapping boats.

Conflicts with one house added by The Black Mill, and possibly other mods to seyda neen.

Conflicts with Better Seyda Neen Lighthouse-> use Pseron Wyrd's fix.

Conflicts with Seyda Neen Fast Travel by Sea v1.0621.

Conflicts with Vampire Realism II.

Conflicts with Giants, which places spawn points in Haldenshore.

 

Seyda Neen Fast Travel by Sea v1.0621-

Conflicts with Seyda Neen Docks and Haldenshore.

 

Silgrad Tower-

Conflicts with Wizard Islands, The Black Mill, and Havish.

 

Suran Archery House-

Conflicts with Suran Underworld 2.5, fix pending for SU 3.0.

Conflicts with House of Spears, fix available.

 

Suran Underworld 2.5 -

Conflicts with Necessities of Morrowind (In Fort Frostmoth)-> load after NoM or the version of BEER! that includes it.

Conflicts with Suran Archery House. Fix pending in SU 3.0.

 

Sword of Seven Spirits –

Conflicts with Pegas Horse Ranch, the cave entrance for SotSS is in the same cell as PHR.

 

Tarmar-

New town with investigation quests. More information pending.

Conflicts with Beyond Ysgramor.

 

Text Patch 1.2-

Conflicts with The Unofficial Morrowind Patch.

 

Trade Routes-

Conflicts with Black Queen Chronicles, overlapping islands.

 

The Unofficial Morrowind Patch-

Conflicts with Vgreetings, Text Patch 1.2.

 

Vampire Realism II -

Minor cell conflicts of crypts with Indybank in Dagon Fel-> load VRII AFTER Indybank.

Conflicts with Seyda Neen Docks and Haldenshore.

Conflicts with Necessities of Morrowind (in Fort Frostmoth).

Conflicts with Walled Balmora, moved temple overlaps crypt entrance -> move temple in CS.

 

Velayia-

New landmass W and SW of Vvardenfell, south of Havish / City of Black Light area.

Possible unconfirmed conflict with Havish from old forum info.

Conflicts with Sea of Destiny, if Velayia is loaded after SoD it puts the SoD landmass under water.

 

Veldion -

Description info pending.

Conflict with Dragon's Breech.

Confirmed compatible with Sea of Destiny and Wizard Islands.

 

Vgreetings –

Conflicts with the Unofficial Morrowing Patch.

 

Village of Mora Uvirith –

Conflicts with Giants. VoMU has a dragon01 creature entry that conflicts with Giants, causing a CTD if a dragon01 is encountered -> solve by deleting dragon01 from VoMU and merged lists.

 

Vivec Neverine Palace –

Conflicts with Pseron Wyrd’s “PW_redesigned vivec-vivec expansion”

 

Vvardenfell News-

Conflicts with Clockwork Tower, both use 'A_Fate' as an id, CT uses it as a creature, VN uses it as an article of clothing-> rename one in the CS to fix.

 

Wakim’s Game Improvements –

Conflicts with Weapon Range Balance, changes same values.

 

Walled Balmora-

Conflicts with Vampire Realism, moved temple overlaps with VR crypt -> move temple in CS.

Connflicts with Children of Morrowind, moved temple overlapping with playground –> move temple in CS.

Conflicts with Necessities of Morrowind, moved objects into wall at Caius Cosades’ house -> move objects in CS.

 

Weapon Range Balance –

Conflicts with Wakim’s Game Improvements, changes same values.

 

White Wolf of Lokken Mountain-

Conflicts with Inn of the Whispering Wood.

 

Witchgirl Adventure-

Conflicts with Cloak and Dagger shop.

 

Wizard Islands-

Conflicts with Silgrad Tower.

 

Xanondorf's Rare Robes Collection –

Conflicts with MP*Canus' Necromantic Robe 2 as they both try and change the robe worn by Goris the Maggot King

 

MISCELLANEOUS CONFLICT INFO:

Any NPC Head Replacer mod will conflict with another mod that modifies stock npcs, unless the npc replacer is an ESM, in which case only changes to the heads may conflict. TesTools Merged Object function could help when such conflicts occur.

 

Almost any Herbalism script mod will conflict with another Herbalism script mod due to overlapping scripts and objects. One partial exception is TheLys’ Resources Enhanced, which modifies non-plant component makers, such as mineral deposits. Resources Enhanded can be presume to conflict with scripts of various mining mods and mods that restock mineral deposits.

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