I'm back now and looking at this with a critical eye and thinking *jeez wouldn't it just be better if it had the following.*
Welcome to the 'wall of crazy'
*Original mod included (to not require dependencies)
*HQ Textures included and not as an add-on
*Have both light and heavy available, both under ebony instead of dragon smithing
As I keep tackling these thoughts. I realize its possible to do all three. But I keep running into setbacks of how to handle the situation.
Thanks to the original author releasing his mod as 'open content' to do anything with, I can go do whatever I need with that at least.
There are problems though, one of the problems is the textures, as there wasn't a license included, I cant just assume the GPL applies to the derivative work and is ergo free software, can I? (meaning I have no idea if I could borrow the HD textures to release with a standalone)
Secondly and more importantly comes to the work I have already done, which I guess goes back to how I ignorantly made the mod work the first time.
It overwrites the original esp and replaces it with my own, which is very easy and efficient, but created a huge problem because of what I did inside. ergo the original items were re-coded to be light armor and be smithable. This is great! As long as you don't care about the heavy versions anymore (which i now do).
As such, I've run into a major problem. I can leave my changes in, make a copy of the items and create a heavy version, but in doing so any new person who install the mod turn their heavy version into light armor.
Or I could revert my changes and make new light armor. But then make everyone who has my mod installed will have their armor become heavy again... and have to remake the new light versions in game.
Or lastly, i could make it standalone, which will probably break the existing mod entirely. So... Joy, I'm stuck between three bad options and without a good solution.
*edit*
I have decided to go with the best of the worst solutions:
See the download section for version 2.0! which unfortunately is incompatible with version 1.0
Edited by Sindalis, 23 June 2014 - 04:35 AM.



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