| Ronin49 |
| Disciple |
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| Reged: 03/08/04 |
| Posts: 1723 |
| Loc: Canada | |
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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?
-------------------- "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)
Post
Extras: |
| Ivza |
| Acolyte |
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| Reged: 01/05/03 |
| Posts: 156 |
| Loc: Finland | |
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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
Post
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| Pyrus |
| Initiate |
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| Reged: 07/27/04 |
| Posts: 74 |
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Damn all you
modders for forcing us to make choices!
Post Extras: |
| DopeHatMan |
| Disciple |
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| Reged: 06/20/03 |
| Posts: 1579 |
| Loc: Secret lair of Captain Obvious
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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.
-------------------- Uvirith Awakened Forums Now with 50% More
Lore! Moderator on the MWS Forums ihatedopehatman@yahoo.com
Post Extras: |
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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.
-------------------- Morrowind Mods by Detritus2004
Mystara's Morrowind Links NIFLA: Home of the .nif importer
and exporter for MilkShape
Post Extras: |
| brood |
| Adept |
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| Reged: 02/22/04 |
| Posts: 303 |
| Loc: Queensland, Australia
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I always check
for conflicts and I urge other modders to do the same!
-------------------- *WIP LIST* `````````` -Tales
Of Mora -Pelagiad Revisited My Site: http://www.broodmodding.tk/
Post Extras: |
| Matthew13 |
| Curate |
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| Reged: 06/23/03 |
| Posts: 693 |
| Loc: Here. | |
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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
Post Extras: |
| Mode_Locrian |
| Diviner |
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| Reged: 10/07/02 |
| Posts: 2032 |
| Loc: Bjornholm, Rykith Lowlands Region
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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.
-------------------- My Website Bards of Vvardenfell Thread (New Info 8/15/04)
Post Extras: |
| Patrograd2 |
| Curate |
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| Reged: 02/01/04 |
| Posts: 986 |
| Loc: England | |
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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.
-------------------- Patrograd's Annastian Adventures
Mods City of Thieves and DeathTrap Dungeon http://www.geocities.com/patrograd/
Post Extras: |
| Aratex |
| Adept |
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| Reged: 03/14/02 |
| Posts: 281 |
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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
Post Extras: |
| baratheon79 |
| Curate |
|
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| Reged: 05/25/03 |
| Posts: 821 |
| Loc: NY, USA | |
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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)
Post Extras: |
| Cortex |
| Disciple |
|
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| Reged: 01/09/02 |
| Posts: 1327 |
| Loc: London, England | |
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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.
-------------------- Vampire Embrace 2.1
Vampire Werewolf 1.1
Werewolf Evolution 1.0
Post Extras: |
| Ronin49 |
| Disciple |
|
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| Reged: 03/08/04 |
| Posts: 1723 |
| Loc: Canada | |
|
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)
Post
Extras: |
| grond |
| Curate |
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| Reged: 06/24/03 |
| Posts: 414 |
| Loc: prone | |
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Quote:
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
-------------------------------------------------------------------------------- Ronin-
Quote:
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?
--------------------------------------------------------
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.
-------------------- Stonewood Hall Version 1.2 (INN Friendly) Stonewood Hall Version 1.1 Stonewood Hall screens
Post Extras: |
| Ivza |
| Acolyte |
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| Reged: 01/05/03 |
| Posts: 156 |
| Loc: Finland | |
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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...)
-------------------- My mods
and utils: Icatos; Markov Name Generator; Amulet of Scrye;
Haunted Tombs; Blight Bounties
Post
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| Reffa |
| Curate |
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| Reged: 12/11/03 |
| Posts: 475 |
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