compatibility

What SSS Cannot Replace

Know when a compatibility fix belongs in SSS and when it still needs plugin surgery.

SSS is not a generic replacement for tes3cmd or an ESP patch. Its strength is live object-level world patching after OpenMW has resolved the content set.

Good SSS candidates

Use SSS when the problem is a placed reference:

  • a rock, tree, tower, chest, or NPC is in the wrong place;
  • a specific placed object should not exist;
  • a live object needs a different state;
  • a mesh needs contextual replacement;
  • a one-shot placement script only moves one object.

The real-world translations demonstrate this boundary. They use content_file_target, cell constraints, transform, teleport, and disable without reproducing the original patch plugin.

Keep plugin surgery

Keep using a plugin patch or the relevant build-time tool when the conflict is in plugin resolution itself:

  • removing a CELL override;
  • removing a PGRD record;
  • deleting LAND data;
  • deleting dialogue INFO records;
  • removing or forwarding a base NPC record override;
  • filtering plugin records before OpenMW resolves the world.

The Modding-OpenMW actions catalog contains examples of these operations. They are valuable compatibility work, but they are not SSS conversions. A runtime object rule cannot change which plugin record wins resolution.

The rule is simple:

placed reference is wrong or unwanted → SSS
plugin record must not participate in resolution → plugin patch / tes3cmd

Samarys Ancestral Tomb Corpse Fix remains on the plugin side of that line because it combines persistence and dialogue INFO behavior with object changes. SSS should not claim a translation where it cannot preserve the original contract.