Conflicts. Bethesda did find a way to avoid mods to conflict with eachothers in Oblivion, by not allowing a mod to interfear with any other mod, which they did in Morrowind and modding Daggerfall or rather it could be possible to make Unity to work in the same way. Well maybe it does?
Lazerrun woke up yesterday after I installed Airships. She doesn't like to fly as she thinks I enter a dungeon and jumps off and dies. I killed her 3 times yesterday and all her quests ended and disappeared. One way to prevent it might be to allow her to enter dungeons but it will also destroy some immersion. Just some thoughts... I do try to both have the cake and eat it at the same time. I need some ideas and reflections about this. How do we repair this in a smart way, making some work around? How do we make mods that do not conflict?
I did install decorator 2 days ago that made the clock mod to stop function.
If I try to delete the enhanced mark and recall that conflicts with Archaeology guild mod and its mark and recall scrolls, the save files would not load. I do not wish to dump that guild mod but when I try to mark and recall, the game crashes.
I am a very descent Morrowind and Oblivion modder, no doubt, I script, making textures and 3D as well with Blender and done it since 2004 and I learned C 1994 and I am working on this project right now:
https://www.nexusmods.com/oblivion/mods/50508
One day I will learn to mod DU but I do not want to start modding it by repairing others stuff really, specially as my knowledge about it is NULL right now. That is not so inspiring, so I do understand if no one answers my questions. But I really want to know how DU handle the mods and how we should think to avoid conflicts if that is possible at all?