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Old January 3rd, 2008   #1
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Default Quest Mod Compilation

The poll question gave me an idea, and I wanted to toss it out there:

How hard would it be to compile and integrate a dozen or so quest mods? They would not necessarily have to be linked together, just set up to work together (and with OOO, et al) without conflict. I'm assuming, of course, that all permissions are obtained.

Obligatory disclaimer: I've modded other games, but, other than editor basics, am a complete Noob with the TES series. In fact, I just got Oblivion (Morrowind lasted me 3 years!).

Thanks in advance.

TB
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Old January 3rd, 2008   #2
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Default Re: Quest Mod Compilation

Most of the mods don't conflict extremely as it is. You can run MMM and OOO, only the only conflict is a texture for a new create or somethig.
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Old January 4th, 2008   #3
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Default Re: Quest Mod Compilation

Thanks for the response vince, but I think you may have misunderstood my question....

I'm talking specifically about quest and/or dungeon mods. The kind that add new encounters, npcs, and/or quest items. I'm really thinking about what to do after I finish the main campaign (just started, so it'll take a while) and a majority of the included side quests.

I'm not trying to steal anybody's work/credit, or anything like that, I was just curious if something like required scripting or just a little patience.

TB
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