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Mod authors should have made a master list of locations


hucker75

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It's very easy to do. My story wants a door in a certain building. I check the list, nobody has used that building, so I go ahead and use it, and not e that I've done so. Then you come along and want to use it for your story. You see I've used it. Now you can avoid a conflict with my mod by choosing another one. No point in making a mod which will cause the users a headache.

 

You wrote before that it's too late now, but you're still arguing the toss.

 

Clearly you don't think it's too late. During the time you've devoted to whinging and arguing in this thread you could've created a rudimentary database and populated it with a fair amount of data by now.

 

Unfortunately it seems you enjoy arguing and moaning more than contributing positively to the community.

 

TL; DR: put up or shut up....

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If AFT had noted down the changes, you could have searched for them and avoided conflicting with them.

 

You missed the point. Why should I care what changes AFT makes? I don't use it. I think the whole "save your spouse who you know was shot point blank with a .44 magnum and is likely missing a large chuck of spine" is stretching things way too far, even for a Fallout game. So why should I be forced to install AFT, and all the changes it makes that I don't like, to make sure my mod doesn't conflict with it, because I'd have to install it to do that. And more to the point why should I be required to make my mod an extension of theirs?

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Guest deleted34304850

 

 

 

when people make analogies, such as comparing something to building a house, they so this because they literally have no understanding whatsoever of the issue at hand.

you *think* its like building a house.

it isn't.

at all.

not even close.

its just the limit of your understanding.

everyone who knows how this stuff actually works has told you, it's a non-starter. but you are welcome to take the first step to proving them wrong.

 

You're reading too much into my analogy. I was just stating something else where a number of people work on the same thing. If a modder edits a cell, and so does another, and they don't communicate with each other, you get problems. If an electrician changes some wires, and so does another, those wires can no longer be guaranteed to work for both requirements. More accurately, change house to large commercial building.

 

no i'm reading what you wrote.

this is nothing like building a house. nothing.

its an analogy that doesnt work.

 

okay, no - here's the analogy using your house model.

 

you have a house.

now divide that house into chunks each chunk 5mm square.

now build your house, but before you build it - you make a list of every 5mm square, so that when you put down the foundation, you update your list so all those 5mm squares are part of the foundation.

then do the same for the external walls.

then do the same for the internal drywall.

then do the same for the waterproofing on your floor, to keep it from getting wet. oh but wait, that collides with the foundation. no - its okay, i put the flooring in AFTER the foundation.

now do the same for the floorboards.

now do the same for the power/gas/water pipes - oh but wait, i have to check the foundation/floor/floorboards

 

repeat ad infinitum.

 

do you see now, why it doesn't work, using your own "build a house" analogy?

 

 

It wouldn't be like that. You list important changes, for example "I've connected a 15 amp device to line 4 running under the hallway". Another electrician now knows if he does the same the circuit will overload. Or closer to what happens in Fallout 4 mods, "I'm repurposing this wall to be a door". Then another guy comes along, doesn't read the note, and changes it to a different door.

 

like i said previously - when people make analogies that simply don't work, its because they really don't know what they're talking about.

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Sigh.

 

I recently had someone, well, not complain exactly, that my Vault 111 mod isn't compatible with the spouse resurrection quest in Amazing Follower Tweaks, and ask me to change it.

 

AFT has been around longer, does that mean I should be forced to adapt to it? Even though I don't use AFT and therefore have no idea what changes it makes? Should I be forced to install AFT and make changes to my game that I don't want, just so I can support a mod I don't use? Especially when the solution is simple: don't enable my mod until you are done with whatever AFT does with 111. (Why do people think they have to enable EVERY mod at the start of a game, so they all have to work together?)

 

An earlier mod for Vault 75 makes changes I don't like, so I made my own. Mine, in the end, is simpler because it doesn't require large structural changes. BUT the other guy got there first. Does that mean I can't publish mine?

 

Settlement mods will always conflict. No two people will place the workshop in exactly the same place, and you can only have ONE workshop anyway. Who gets to decide where that workshop goes?

 

Get the idea?

No, you don't have to make any changes to you mod to interact correctly with any other mod. This is not something you are being paid to do and you owe no one anything other than to explain exactly what you said here. No you do not have to withhold publishing your mod. Just make a mention that it will conflict with any mod that makes changes to Vault 75. Mod users have the obligation to make sure that any mod they download and install with work with any other mod they have downloaded and installed.

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This was discussed all the way back to the Oblivion days. It just isn't practical. Aside from the fact that enough mods come out that eventually you'd use up every practical location anyway, people often choose the same location for story reasons. Or because they like it.

 

It's very easy to do. My story wants a door in a certain building. I check the list, nobody has used that building, so I go ahead and use it, and not e that I've done so. Then you come along and want to use it for your story. You see I've used it. Now you can avoid a conflict with my mod by choosing another one. No point in making a mod which will cause the users a headache.

 

But, the story I'm telling needs it to be in that specific building. I guess you better move your door.

 

Or, we can just make patches as needed.

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This was discussed all the way back to the Oblivion days. It just isn't practical. Aside from the fact that enough mods come out that eventually you'd use up every practical location anyway, people often choose the same location for story reasons. Or because they like it.

 

It's very easy to do. My story wants a door in a certain building. I check the list, nobody has used that building, so I go ahead and use it, and not e that I've done so. Then you come along and want to use it for your story. You see I've used it. Now you can avoid a conflict with my mod by choosing another one. No point in making a mod which will cause the users a headache.

 

But, the story I'm telling needs it to be in that specific building. I guess you better move your door.

 

Or, we can just make patches as needed.

 

I don't know both your mods and I don't care. I didn't bother to check the list and I never will. But guess where I'm putting my door ... :pirate:

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And besides, if mod makers did make such a list:

How would you identify each building?

 

Like "that one ruined building with the broken wall across from that other place" ?

Sure, that would work great .....

 

Or by RefId?

That would still require mod authors to open that cell up in the CK and look around there to see if their mod would interfere ...

 

 

Would be great if "somebody" would make a very high detail map of FO4 where we could all mark down things like that ...

But that would just be like using the RefId of the building / the RefId of one of the building parts: The mod makers would still have to open the mod and check "by hand".

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Asking ALL authors in the world to participate and maintain a single list (which somebody needs to host, and ALL should be fine with that host), probably wouldn't even work in Utopia.

Its like asking ALL users to Read The 'Fine' Manual and keep track of possible conflicts themselves, times 10.

 

It's just not gonna happen.

 

The closest thing is a mod manager that automates the process of comparing (installed) mods for conflicts. As some already do.

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Guest deleted34304850

basically the OP is saying this;

 

The THING is easy.

Do the THING.

 

When asked to flesh out the THING even just a little bit, they can't because, well, this is someone who can't even read a mod description page and figure out mod requirements and mod compatibilities because "words".

 

If the THING was viable, someone would have made the THING by now.

 

Endex.

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