From my knowledge currently there are three kind of problems:
1. Faulty files from other mods, whose bugs will show up in other mods, for example spells and items with wrong entries. (DEITM049.ITM from
FR/RV causes an error, when SCS2 is trying to patch this file). Bugs like this will appear in every other megamod, not only within this project, so it would be in every player's and modder's interest, to repair them.
I thought, someone started a fixpack like this here in the forum, but I cannot find it anymore. I think this is an urgent thing, because a fixpack like this could be installed with every installation.
You all know so many detailed solutions, but they are useless, as long as they are hidden here and there in the depths of the forum. Let us collect them all here or in separate thread, together with informations about which file should be copied where to.
Currently I am working on an installer for all needed fixes and use this command:
copy /Y ".\BiG World fixes\modname\subfolder\*.*" ".\modname\folder\subfolder"
In this way, all your fixed files wold be placed into the predestinated folder.
2. Contradictory tweaks: some components of a mod may make an encounter harder, other make it easier. Such inconsistence should be listed up to give advice to the player which settings to use. I suggest an option to install either a harder or alternatively an easier way for all settings (by .bat file) instead of dozens of single variables.
3. Conceptional conflicts. Some of them can be solved by the right install order as aVENGER had shown before.
Some other may need some corrections. For instance
TDD and ROT: In these both mods are Jarlaxle and Entreri. Apparently one can take up both of them into the party instead of Drizzt. Could meet both characters themselves, if ROT and
TDD are played together and they were already taken up into the group? Does anyone know the answer? If so, a patch should somehow avoid, that they spawn if they are already in the party.
Such possible conflicts should be checked and reported like this:
An installation of ROT and the german Drizzt DoŽUrden-Mod (soon available in english) seems technically possible, thereby Octavian's Drizzt is repressed. Drizzt DoŽUrden-Mod is compatible also with the Artemis component of
UB, because the
UB-Artemis spawns not if Drizzt is already in the party and it is also compatible with Weimer's Solaufein and with Flysoup's Drizzt Saga.
Of course not all plots can be played at the same time. As in the original game you must make decisions: what plot you want to follow, which fellow you want to have in your party and so on. But the alternatives have been enlarged enormously.
In an collaborative effort this all can be figured out. All this cognitions are helpful for all gamers and all modders also, if only two or three mods are played together, because it stabilizes the functionality with each other.
@ "Guest"
Because of "Creature
XP Reduction" component from DEFJAM and BP from the readme:
"the reduced CRE rewards might double with some of BP's XP-altered overwrite files."
It was reported in the forum, not too use this component together with BP. But this refered on v3. The actual version is v5 and I don't know, whether this statement is still valid. If it works - fine. I will change my instructions, if this is confirmed by anyone.