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Ronin49
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Reged: 03/08/04
Posts: 1723
Loc: Canada
Mod Conflicts - Responsibilities of Mod Makers and Mod Users
      #2930951 - 08/15/04 01:22 AM

Prologue - This is intended to be a discussion thread where we can amicably explore some ideas about mod conflicts. I should imagine we will differ on some of them: I hope so as that provides an opportunity to learn. To me this is not an issue of modder vs. user. And I think the views of both mod makers and mod users, the experienced and novice of both, are relevant to a discussion on this subject. And finally, a request - please take aimed shots which suggests - discussing ideas not ancestry , reading the whole thread and not just the title or the last post, and taking the time to make a considered response.

Longish post, hang on . . . .

The subject of mod conflicts is hardly new. Earlier today, Pseron Wyrd, for whom I have much respect despite his new avvy , wrote this HERE:
Quote:

I don't think you need to be too overly concerned with landmass conflicts, personally. No matter where you put your island it is bound to conflict with the landmass placed by some other mod. And if it doesn't conflict with anything now it is almost certainly conflict with a landmass placed by some mod in the future.

It is not the business of a modder to wiry about this. After all, if we put on a green shirt and a pink pair of pants do we blame the clash of colors on the two people who designed the clothes?

I believe players need to take some responsibility in choosing which mods to run during a game. Modders ought to be free to concentrate on their craft, to concentrate on producing the finest work they are capable of at that moment in their lives and players need to decide if that work is appropriate for the game they are planning. It is not a modder's job to think for the player.

I say: if two mods conflict, don't whine to the modder; play them in different games.




Now, I actually agree with most of this or the general thrust and, in my view, the sentence - "I believe players need to take some responsibility in choosing which mods to run during a game." - is a generous understatement. I think a player is entirely responsible for choosing which mods to run and getting and keeping them going.

That said, there were some parts of the quote that gave me pause. Generally, I think there may be some responsibilities on the part of both maker and user. Putting it another way, there are some things that can be done to assist the player in discharging that responsibility in the most effective and least painful way.

First, to some kids to get off the street:
  • No one truly expects anyone else to use only one mod [not TC], so the issue of compatibility and conflict is always there and probably should be considered by the mod maker as part of their design criteria.
  • Mods are freeware into which the creator pours their time, energy and creative juices. They are a gift and that fact is appreciated.
  • It is therefore not a question of what mod makers should, ought or have to do. They do not. However, that consideration does not make the issue of what they could usefully do go away. And craft places its own demands.
  • Mods are made for the enjoyment of the maker. Quite a few people tell us that and, given the work involved, you have to hope that's true. I believe it. But once you upload a mod, you have intentionally made it available for the use of others and that suggests, at least to me, not an obligation but a desire on the part of the maker that their mod be useful to its potential users. And that suggests giving some consideration to things like conflicts.
  • You do not have to be a mod maker to know something about mod conflicts or hard work.
  • It is acknowledged that there are apparently some mod users who seemingly could take greater responsibility for the selection of mods in their game and for learning how to work the magic. I suggest though that most mod users do take that responsibility once they have had a little time to learn the basics.
  • Not everyone has highly developed CS skills and hardly anyone does at the beginning. 'Just move the building/landmass/NPC/city" is easy enough to say if you have done it successfully a few times. Not so easy at first and for some never likely to happen.
  • "Examples" are just that; an instance meant to illuminate a point being made in discussion. They may not be the best example or the only example nor do they exclude other similar or opposite instances. They are just examples.
  • If a few mods get named as examples to demonstrate a point, please understand this is not intended as criticism and put away that Nomex underwear.


Secondly, it is worth pointing out that there are different kinds of conflicts and, I suggest, differing expectations for the conflicts presented by different kinds of mods. Try this - locations for landmasses are relatively limited and pretty full. Large adventure mods with a landmass, settlements and a coven of quests are therefore likely to find few locations to set up where they will not bump into another of their kind, another "big location mod". It therefore seems perfectly reasonable to me, as they do not depend on each other, to expect that I could choose between them. I can always play the other one in a different game or sequentially in the same game.
There are some things that a mod maker can do that are very helpful, that indicate a very high standard of craftsmanship and artistry and that are much appreciated. They are:
  • An awareness of the location conflict issue and a reasonable effort to avoid or mitigate its effects. Most large mod makers seem to do this quite naturally. I have read a few too many readmes for my taste though that say, "No known conflicts" when you could bet on the basis of the rough location that it will conflict and when you load it up, so it does.
  • The 'real estate' questions in WIP threads and beta testing approaches employed by many appear to define these potential location conflicts early on. It is perhaps worth suggesting the obvious, that some pre-release tests with as many other mods loaded as possible are much more informative than a nearly bare Data Files test drive.
  • Some folk precisely indicate the locations modified by their mod by cell co-ordinates. This is very useful and it is unfortunate this is not common to all releases and readmes. Others have a 'big hand, small map' approach - NE of Dagon Fel, NW of Khuul, SW of Seyda Neen etc - OK but where?
  • The most effective approach, in my view, is that employed by only a few mod makers and that is to supplement co-ordinate descriptions with a map in a release thread screenshot and a copy in the download file. If I can compare several of these maps, regardless of my CS or TES utility expertise I can make a pretty accurate guesstimate of likely compatibility or conflict before I load anything.
  • Finally, I suggest it is important that large location or landmass dependent mods are positioned so that they do not conflict with other mods providing services or facilities and requiring a modest amount of real estate, the "small location mods", see below.


There are scripting conflicts as well and I suggest, that as some mods become more and more script intensive, there will be more of these.
There are script conflicts or effects that are unavoidable to accomplish the mod's aim and these must needs be accepted to use the mod. But it seems to me that they should usually be known to the mod maker and communicated to the user. An excellent example is Monica's Shield Rotation mod: it permits shield placement but the existence of the scripts to do this prevent stacking of shields in Inventory. This was known and stated up front. Fair enough - the user then has access to the information on which to make a rational choice about using the mod.
In other cases most mod makers seem to take a good deal of care to ensure that the scripts they build do not conflict with other game play. That would seem to be a reasonable approach, to limit the script effects wherever possible to the desired outcome and nothing else.

Some dialogue conflicts also are reported. It seems that the usual response by the maker is to define the source of the problem and to rectify it, usually very quickly. This seems to me to be a reasonable approach and one that we could hope would normally be adopted, with the game dialogue and that of the older mod having precedence.

There are other location situations that are not so clear-cut. Quite often these are conflicts between the locations of NPCs or buildings, sometimes buildings that are utilized within a larger adventure mod.
My best example is Suran. Fortunately, I did not have House of Spears loaded but Suran Underworld, Suran Archery Tradehouse, an essential quest-giver for the Serene Tower mod and another essential quest-giver for Archemage's Tower [because of a dialogue/naming conflict between the two Tower mods, I think] were all trying to operate out of the same building. [This is intended as illustration, not criticism: the authors of the more recent mods have gone to considerable lengths to resolve this and seem well on their way to doing so. Also, Pseron Wyrd has posted 'fix location' mods for both of the two merchant mods.]
My point here is that I do think it is reasonable to hope that mod makers take particular care not to conflict with existing and reasonably well known "small location mods", normally service-providing mods - merchants, fast travel, banks, guild houses and the like, precisely because these are the mods that you really do not want to play sequentially like you can quest mods.

Nor are these location conflicts primarily from "big location mods" conflicting with "small location mods". The "smalls" seem to conflict with each other quite often. I know of at least two in Seyda Neen where the placement of an NPC in a later mod 'broke' the function of an existing mod. In both cases, the conflicts were eventually resolved by relocating one of the conflicting mods. There are several measures that mod makers can take to limit or accommodate these instances of location conflict:
  • The same awareness of real estate issues referred to in discussing "big location mods" above.
  • Similar provision of a screenshot or sketch map in the WIP and release threads and the download file to provide the mod user with the information on which to make an informed decision.
  • "Get out of Dodge!" Mods that place NPCs in close proximity to NPCs from other mods can have unfortunate effects upon the playability of either or both. it is true that Vvardenfell is really not that large and that there are a now a lot of "small location mods" that one could hope would 'play nicely together.' But it seems to me that much of the crowding is self-inflicted. Who decreed that new underwear or armour had to be available the instant the adventurer got off the boat or very soon afterward? When I look at some older mods, this seems to be a fairly recent phenomenon. Seyda Neen, particularly the Customs and Census Office and Arrille's, is grossly over-crowded with mods. So is Balmora, to the point of cliché, and increasingly Suran. An excellent example of the solution is Canadian Ice's Dagon Fel location for Metal Queen Boutique , out of the city but connected to fast travel: any new character can get there safely long before they have enough money to make the trip worthwhile. This is not accidental: her house location is also placed so as not to conflict. Gnisis, Maar Gan, the eastern outskirts of Dagon Fel, Vos and Molag Mar are all under-utilized. Hopefully, the makers of 'small location mods" will realize this and begin to locate new mods in those places.


In summary, I think that mod users are entirely responsible for their mod usage. I also think that truly skillful mod making delivers the mod into the game world with a minimum of conflict, especially by "small location mods", and there are many of these very well tuned mods. I suggest that mod makers might want to consider locating their new shoppes and traders somewhere other than Seyda Neen, Balmora and Suran. Morrowind places many quests suitable for lower level characters along country roads. It seems odd to me that many mods do not do the same.

More than two cents worth of words there. What do other people think?

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"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Morrowind Mythic Mods ----> Ronin49's Lists & Links, Starting Out With Mods, Themed Mod Lists, Telesphoros' List o'Mods

Edited by Ronin49 (08/15/04 01:30 AM)

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Ivza
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Reged: 01/05/03
Posts: 156
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2931268 - 08/15/04 03:33 AM

Yesterday, as I was trying to find out what was wrong with Haunted Tombs to cause conflicts with redwoodtreesprite's mod configuration (eventually, it turned out there weren't conflicts), my attitude towards compatibility issues somewhat changed.

Until then, I had tried my best to keep the mod compatible with as many mods as possible. No matter how well you try to make a mod, it's always possible that someone makes a mod that conflicts with it. I related this case to the time I was programming applets in a company. Did it work with Netscape? Did it work with IE? Which versions? Which OSs? OS/2? WinNT? When I got paid for doing that, I did my best to get the software to work for everyone. Not so with the applets I did on my freetime.

Now, I only try to make sure my mod doesn't conflict with other closely related mods - that is, if I were to make a Guild of Hunters, I'd see (to some extent) that it wouldn't conflict with some marksman mods, for example. But I wouldn't care a bit if it conflicted with something quite unrelated, for example Sixth House, no matter how good that other mod would be even in my eyes. I also don't see any obligation for me to download mods just to see if they'd conflict with what I'm making.

Don't understand this as I'd be actively seeking conflicts - I do follow the guidelines I read somewhere to keeping mods nonconflicting, I just won't necessarily do anything about a conflict if there is one. After all, there's always the possibility of not using my mods.

I agree with you on quite a few points. I'm not holding players at gunpoint to download my mods or anything. I've also tried to utilize places that aren't that much used, although I haven't left Balmora and Suran completely untouched. I gave the practice of listing changed cells when my mods begun to use over twenty different cells. None of them involved landscaping, though.

Here's to hoping my grumpiness will vanish before next weekend.

--------------------
My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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Pyrus
Initiate

Reged: 07/27/04
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ivza]
      #2931301 - 08/15/04 03:55 AM

Damn all you modders for forcing us to make choices!

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DopeHatMan
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Reged: 06/20/03
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2931406 - 08/15/04 04:51 AM

I say modders are responsible for making their mods compatible with those that they're aware of in the area, if at all feasible... it also depends on the scale of the project... there's no way in hell we could make UA compatible iwth another Tel Uvirith mod that messes with the interior of the tower, it just won't happen because it's completely unrealistic to expect it...

the users are also responsible for deciding what to use and what not to use, even if it means learning how to use the CS to get them to play nice together... that was actually my first intro into modding, getting Uvirith Unleashed and Uvirith Vault to work together.

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detritus2004
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2931419 - 08/15/04 04:57 AM

I have made screenshots of the game map and the cs region map of my wip, showing the cells I'm changing. I do this because it's easier than just listing cell coordinates and I think people understand a visual image better than a list of numbers.

That said I'm sure my mod will conflict with some others. I've avoided those areas of some other people's wips because I want to play them when they are released, but massive projects like Tamriel Rebuilt and Silgrad Tower are probably going to make my mod obsolete when they come out. I've decided I can live with that.

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Morrowind Mods by Detritus2004
Mystara's Morrowind Links
NIFLA: Home of the .nif importer and exporter for MilkShape




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brood
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: detritus2004]
      #2931428 - 08/15/04 05:08 AM

I always check for conflicts and I urge other modders to do the same!

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*WIP LIST*
``````````
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My Site: http://www.broodmodding.tk/

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Matthew13
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2931877 - 08/15/04 09:59 AM

As a mod-maker I tend to regard part of making a good mod as avoiding conflicts whenever and wherever possible. For example, I've moved things or changed names in order to resolve conflicts with Carnithus' Armamentarium and the Illuminated Order, and the forthcoming edition of my mod will resolve the conflict with the Suran Archery Tradehouse.

However, there comes a time where you have got to say, allright, I've done my best, and this is the product that I'm going to release. There are simply too many mods out there to resolve all the conflicts. Ultimately this is a player responsibility. And if, as a player, you choose to run a hundred different mods, then it is unrealistic to expect that there will not be any conflicts. After all, mod makers are not a coordinated community. Mostly we work alone or in small groups, and keeping all the mods out there straight is just not going to happen. Hell, it's been almost a year since I've seriously played Morrowind, except to test what I'm working on.

So, as a matter of courtesy and pride, I will try to release stuff that is as conflict free as I can make it, however, if you are planning on running many many mods at once then I'm thinking that developing some CS skills is a must.


--------------------
Matthew


Imagination IS more important than knowledge. . .but knowledge is a close second.

Creator of Suran Underworld
Writer of Random Thoughts

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Mode_Locrian
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Matthew13]
      #2931977 - 08/15/04 10:42 AM

Well... I try to avoid conflicts by using unique ID naming schemes (a five character prefix for all IDs in any mod I create e.g. ML_B_ in Bjornholm and ML_H_ in Herbalism Redux). However, with respect to landmass locations, I don't worry about it that much. If you're making a large island like I am, and you want it to be on the viewable map, it's pretty much guaranteed that it will conflict with something. Further, if you want it to have some sort of believable lore consistency, that limits your location options further (e.g. due the snow on Bjornholm, I couldn't really put it south of Vvardenfell).

I make a note of landmass conflicts whenever I discover them so that I can warn people in the readme (as if anyone ever reads it...) but that doesn't mean I'm about to move my island or anything. It's my mod, that I'm creating primarily for my own amusement so, as long as it doesn't conflict with any of my other mods, I don't have a problem with it.

Unfortunately, this means that if other people want to use the mod, they may have to choose between it and others, but that's what multiple saved games are for. Further, so I don't sound like a total bad guy, I will be including an esp file that contains all of the weapons, armor, objects etc that you can acquire in Bjornholm without the landmass so, once you're done exploring the island, you can clean your save and use the items esp to retain all the loot that you've collected. With respect to avoiding conflicts, that's about the best solution I can come up with.

--------------------
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Bards of Vvardenfell Thread (New Info 8/15/04)


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Patrograd2
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2932045 - 08/15/04 11:03 AM

Well, I broadly agree with what you're saying. There is much that a modder can do, without any extra work, to make the mod less likely to conflict.

As has been said, making objects/scripts etc with unique IDs and unique prefixes is alot of it, and represents zero extra work for the modder. To not do this, is to me, just sloppy modding.

Landmasses are different. As has been said, if the modder wants it on the main map, then it will conflict. If not, as in my case, then its also easy enough to make steps to reasonably avoid conflicts. In fact, i thought it was more important to avoid conflicts than to be on the map, but thats a personal decision. Plenty of people have complained about the lack of a world map on my island (located well to the South of Vvardenfell) but when the reason is explained theyre (usually) pretty understanding.

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Patrograd's Annastian Adventures Mods
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http://www.geocities.com/patrograd/


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Aratex
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Mode_Locrian]
      #2932112 - 08/15/04 11:33 AM

Well, since you said everyone's opinion matters, I'd like to say a few words from a non-modder's perspective. I have some fairly basic CS knowledge, but I've yet to create anything new and would be a bit timid about the idea of fixing any but the smallest of conflicts. That said, I believe mod conflicts are a shared responsibility, with the ultimate decision being put in the hands of the player. It is a kind (and appreciated!) gesture to see modders trying to avoid and even go out of their way to fix conflicts with other popular mods and WIPs, but I can more than understand why there will always be times that those conflicts will exist. There is so much brilliant material being created and released by so many different parties that it would be impossible to totally avoid conflicts. Ultimately, it comes down to a user's decision to either pick and choose or, if possible, try to resolve conflicts him/her self. However, it is a very nice gesture to continue to see the authors of the community working together to avoid and fix conflicts for those of us with less technical knowledge.



Quote:

Further, so I don't sound like a total bad guy, I will be including an esp file that contains all of the weapons, armor, objects etc that you can acquire in Bjornholm without the landmass so, once you're done exploring the island, you can clean your save and use the items esp to retain all the loot that you've collected. With respect to avoiding conflicts, that's about the best solution I can come up with.




Genius! That is the best idea I've heard in a long time regarding big mod (I often refer to them as "mini-expansions" myself) compatibility. I'd love to see this idea become more widely used by modders.

--------------------
"I made a town where nobody wears pants, they all hate you, and constantly call you Frank." -- Pete Hines

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baratheon79
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2932119 - 08/15/04 11:39 AM

When I release a mod, I try to keep it as conflict-free as possible, though in some instances I may just make a note of a conflict in the readme, and let the user deal with it as they choose.

Of course, when I'm developing a new mod, it only gets tested with those mods I happen to be using at that time, so there's bound to be some conflicts I'm not aware of. If a conflict turns up with a mod that I don't use, then I just have to decide whether to fix the issue or not (usually not, though, as I don't consider it a priority to fix conflicts between my mods and mods that I don't even use).

For example, the conflict between my Rethan Expansion mod and Join All Houses has been known to me for some time now, but I have yet to make even the slightest effort to fix the conflict. The reason for this is that I don't use Join All Houses in my own game. However, I do plan to resolve the issue in the next version using an extra patch esp. Also, while my mod is compatible with Indarys Unleashed, that was completely unintentional on my part. The two mods will not work together when I release the next version of my mod, due to the scope of the expansion I have planned.

In short, while I accept that modders could (and often should) try to minimize conflicts with other mods, we are under no obligation to download mods that we wouldn't otherwise bother with just to test for conflicts.

By the way, some may have noticed that when an issue arises with one of my mods, I don't make a habit of reuploading the mod with an updated readme. Given that I am on a dial-up connection, that just isn't feasible when a couple of my mods are in the 1meg+ range. Instead, when I learn of a conflict, I will either make a note of it in the mod description on the download page (those html pages are much smaller than most of my mods, and thus upload alot quicker) or I will make a post in my own forums. In other words, since information about the conflict is readily accessible to those who bother to look, I have fulfilled my only obligation in that regard as an active modder.

**EDIT**

On the subject of unique IDs, this is why everything in any of my mods (including the filename itself) uses the prefix "BAR" or sometimes "_BAR" (in case anyone has never noticed, the first three letters of my screen name). Since no one else uses that prefix, I can be sure that there will be no conflicts in that regard.

--------------------
My Morrowind Mods site and forums

Latest Release: Mercenary Pack Add-On 2: Guards

Edited by baratheon79 (08/15/04 11:53 AM)

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Cortex
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2932134 - 08/15/04 11:51 AM

Its also nice if players can report any conflicts they find to modders so the modder can include it in his readme (after he tests it).

Many modders dont play the game much as they spend far too much time modding, and since there are thousands of mods out there, there is no hope he will know all the conflicts without this help.

Obviously the modder should check a few mods he thinks are likely to be used with his.

The modders responsibility should be makeing his mod not touch anything unrelated to his mod so limiting risk of conflicts.
Over-simplistic example: if you make a house mod with a nice looking suit of armor, you shouldnt change the nif on an existing suit of armor, but instead make a new armor id.

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Vampire Embrace 2.1

Vampire Werewolf 1.1

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Ronin49
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2934385 - 08/16/04 12:39 AM

Comments:

First, some regret for the original Prologue . It appears that it was entirely unnecessary and perhaps somewhat presumptuous on my part. To everyone who has posted on this subject to this point, my thanks and respect for your thoughtful and informative responses. They certainly give a clear indication of the effort made by many accomplished mod makers to avoid conflicts wherever possible.

Secondly, it might have been useful for me to acknowledge at the beginning that there will always be some mod conflicts because:
  • There are upper limits to such fundamental factors as real estate and scripting possibilities that tend to force mods into each other's way.

  • Mod making is often an individual sport and it may, for some time, not be well known where and how a new mod operates. Mod makers build to their own purposes and communication is often good, courtesy of these and other forums, but incomplete because of the nature of the community.

  • There are four or five thousand mods about, some of which have diametrically opposed objectives. Take Cliff Racers as an obvious example: many mods with entirely different aims - turn them off, turn them up, make them go away, make them into birds, make them different colours - are clearly not all going to be compatible. They would not do what they were intended to do if they were compatible. And modifying flying lizards is the simplest case - no dialogue, no real estate conflict and no relationship or close proximity to quests or NPCs.

  • No doubt other reasons no that are not apparent to me at this instant. Anyone?

The point is that mod conflicts cannot be eliminated: that is neither possible nor desirable. They can however to some extent be reduced and
managed and that is what many mod makers seek to do on a daily basis. It would appear that this is pretty clearly understood by mod makers: it could usefully have been listed along with the other 'kids' to be gotten off the street at the top of my original post.


detritus2004 -
Quote:

I have made screenshots of the game map and the cs region map of my wip, showing the cells I'm changing. I do this because it's easier than just listing cell coordinates and I think people understand a visual image better than a list of numbers.


That is the impression I had too. Cell coordinates become more meaningful as you gain experience with the game and CS but have little meaning for most folk just starting out.


Mode_Locrian -
Quote:

I will be including an esp file that contains all of the weapons, armor, objects etc that you can acquire in Bjornholm without the landmass so, once you're done exploring the island, you can clean your save and use the items esp to retain all the loot that you've collected. With respect to avoiding conflicts, that's about the best solution I can come up with



That seems to me to be a very impressive solution indeed! It should encourage users toward a sequential approach to playing 'large mods", with far less concern about conflicts because they get to keep the more tangible rewards of that mod experience. Is this difficult to do in addition to the mod .esp itself? Has it been done by others?


Cortex -
Quote:

Its also nice if players can report any conflicts they find to modders so the modder can include it in his readme . . .


And I have the impression, from other comments elsewhere, that feed back of that sort is often lacking or limited. Is that correct?


It also struck me that that gamers with some reasonable level of player experience and a boatload of mods running at once can provide real assistance to a mod maker wanting to do a check of likely conflicts before release. Is that correct or merely Utopian?

Finally, it might be helpful if some other mod users joined the discussion. Anyone else wish to nudge these ideas along?

--------------------
"And to everyone seeing naked and headless people, READ THE README!!! It's the answer to all your troubles." Neoptolemus

Morrowind Mythic Mods ----> Ronin49's Lists & Links, Starting Out With Mods, Themed Mod Lists, Telesphoros' List o'Mods

Edited by Ronin49 (08/16/04 12:50 AM)

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grond
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Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2934472 - 08/16/04 01:05 AM

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Mode_Locrian -
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I will be including an esp file that contains all of the weapons, armor, objects etc that you can acquire in Bjornholm without the landmass so, once you're done exploring the island, you can clean your save and use the items esp to retain all the loot that you've collected. With respect to avoiding conflicts, that's about the best solution I can come up with




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Ronin-

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That seems to me to be a very impressive solution indeed! It should encourage users toward a sequential approach to playing 'large mods", with far less concern about conflicts because they get to keep the more tangible rewards of that mod experience. Is this difficult to do in addition to the mod .esp itself? Has it been done by others?







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I think it's a simple matter of collecting the items from your mod and creating and packing another .esp within the release, and I imagine that it's fairly easy.
Most brilliant ideas are quite simple, really.

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Stonewood Hall Version 1.2 (INN Friendly)
Stonewood Hall Version 1.1
Stonewood Hall screens




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Ivza
Acolyte

Reged: 01/05/03
Posts: 156
Loc: Finland
Re: Mod Conflicts - Responsibilities of Mod Makers and Mod Users [Re: Ronin49]
      #2934621 - 08/16/04 01:47 AM

I have the habit of first posting here first a WIP-thread, in which I put out a beta for the mod to play. It shouldn't be a surprise that only a few download a beta, let alone comment if it conflicts with their mod configuration.

Because of this, I also post a REL-thread before I upload the mod anywhere else but my homepage, in hope of someone finding some conflict to add to the readme. This doesn't mean that I put out betas as releases, because if there are no conflicts detected within a day, I usually upload the version originally mentioned in the post to mod sites. For some reason or another, redwoodtreesprite was the first one beside myself to comment on an experienced conflict with my mod this weekend.

I would expect most conflicts to be noticed only after the mod is uploaded somewhere for the Great Public to use. Is a noticed conflict with a rare mod alone a sufficient reason to update the readme (and perhaps the mod itself) and upload it again to various sites, especially if the conflict is very minor and can be easily avoided? I'd rather update my mod pages to list these conflicts, but I doubt all modders have mod homepages on which to let people know of known conflicts and give quick fixes to them.

And I agree with Patrograd2 about using prefixes in custom objects... I tell the prefix I use (_ivza_##_) for each mod in the readme in part to ease up cleaning the mod from a save with TESAME. Unfortunately this isn't of any use to those who don't know how to use TESAME to clean savegames (and my readmes don't actually tell to do that...)

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My mods and utils: Icatos; Markov Name Generator; Amulet of Scrye; Haunted Tombs; Blight Bounties

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Reffa
Curate

Reged: 12/11/03
Posts: 475