How do i fix a mod load order conflict that breaks dialogue triggers?
#1
I’ve been trying to get a custom companion mod to work with my existing gameplay overhaul, but no matter what load order I try, one of them always breaks the other’s dialogue triggers. Has anyone else run into this specific kind of script conflict before?
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#2
Yep, I ran into this with a companion mod and a big overhaul pack. the dialogue lines would trigger and then the other mod would rewrite the same line, so you’d get a stale branch or a missing line. it didn’t matter what order I tried; it kept breaking when you talked to the companion.
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#3
I tried a quick fix by selectively disabling the dialogue-heavy parts of one mod with a patcher, then re-enabling them behind a specific quest stage. It sort of worked for a day, but the triggers drifted or vanished when I loaded a new save.
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#4
Is it possible the real issue isn’t order but overlapping script flags that both mods listen for?
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#5
Last time I tried, I pulled back to two minimal mods and even then I saw a hiccup, so I paused and swapped to a different companion mod instead, since the overhaul seemed to rely on the same hooks.
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