bben46 Posted October 11, 2010 Share Posted October 11, 2010 You only have about 20,000 existing mods to put into your matrix. Each one must be tested with every other one. And the proper relationship established with all other mods, and not all mods will be compatible with every other mod no matter where you order them. Some mods will be compatible in certain configurations, but then not when certain other mods are included. Some mods need other mods to work. Other mods have multiple possible configurations - each possible configuration must be treated as a separate mod. Plus there are an average of around 20 new mods per day that must be included. And every computer is different! What works on one with a new ATI graphics card may not work on one with an older Nvidia card. So we now must check everything again with each family of video, CPU and audio cards Now, you have 4 entirely different games to do this for, and another one on the way. What are you doing for the next century or so? Link to comment Share on other sites More sharing options...
grannywils Posted October 11, 2010 Share Posted October 11, 2010 LHammonds, I like you and you really know your stuff, but I'm not sure you're totally getting his point. Why couldnt you do them one at a time in this "outside the game" vehicle that he is talking about. I don't think it is such a bad idea. Mind you I know virtually nothing about this stuff and rely totally on the help of friends to add mods (and some of your how to literature). But I always worry that after I have added a mod, if I have to remove it from the game for whatever reason, that something may get left behind. If we could do it in this outside the game mechanism, we would stand a better chance of catching that sort of problem before we messed up our game entirely. We would still check them after each install, couldn't we? Link to comment Share on other sites More sharing options...
grannywils Posted October 11, 2010 Share Posted October 11, 2010 You only have about 20,000 existing mods to put into your matrix. Each one must be tested with every other one. And the proper relationship established with all other mods, and not all mods will be compatible with every other mod no matter where you order them. Some mods will be compatible in certain configurations, but then not when certain other mods are included. Some mods need other mods to work. Other mods have multiple possible configurations - each possible configuration must be treated as a separate mod. Plus there are an average of around 20 new mods per day that must be included. And every computer is different! What works on one with a new ATI graphics card may not work on one with an older Nvidia card. So we now must check everything again with each family of video, CPU and audio cards Now, you have 4 entirely different games to do this for, and another one on the way. What are you doing for the next century or so? Bben, but I think he suggested just doing it for the top 100 mods of the game, not for all of them Link to comment Share on other sites More sharing options...
Argomirr Posted October 11, 2010 Share Posted October 11, 2010 Bben, but I think he suggested just doing it for the top 100 mods of the game, not for all of themBut then there'd be no need for it; BOSS should be able to handle pretty much anything from the top 100. :) [EDIT]Oh, nevermind that's been discussed already. ;) Link to comment Share on other sites More sharing options...
LHammonds Posted October 11, 2010 Share Posted October 11, 2010 Why couldnt you do them one at a time in this "outside the game" vehicle that he is talking about.For the idea to work, you need infrastructure...not just an individual program working withing the confines of its own limited capacity on your PC. The system would almost act like an anti-virus system where you get the engine installed on your PC but the rules to run them are downloaded on a regular basis and any new information you can provide would need to get uploaded back to the collective. I don't think an individual programmer has the resources to put something like this together. We already have a bunch of tools written by individual programmers...the key to success would be a collaboration among many individuals across a diverse background of required skill sets. I don't mean to sound like a Debbie Downer, I just want to make sure a project of this magnitude is considered as such...otherwise we are just creating another flavor of OBMM. Imagine what the Internet would be like if it did not develop standards for HTML, XML, etc....it would still look like it did back in the early 90's with everyone making their own version of the Internet where a web site would only work one one browser and another web site would only work with a different browser and none of them could evolve like they can today. LHammonds Link to comment Share on other sites More sharing options...
ChuckFlash Posted October 12, 2010 Author Share Posted October 12, 2010 You know of Course that every journey starts with one step!! How much info has already been attained by the various teams working on large Overhaul Mods already?If something was set up, so that everyone could pool their info an work together, on the project, that would put us way ahead on this kind of effort. How did WOW do it? That's a BIG BIG RPG!!!! and what about Torchleech which used the same idea? Maybe a Base FOMOD with all the files needed for one Giant Package? Like combining all the Major Mods along with others in the Top 100 list?And monthly FOMODS to update changes to that base? Along with a script to backup any files that would be overwritten, so as not to break the game if a mod is removed.After installation one could just turn off an delete the items they don't want, an since it is a fomod it would remove them clean. (at least that is what i understand about FOMODS)Or use the Refurbish program with a script just for the base mod items, which could be checked or not to remove? The more i think about it, maybe a next step would be a combining FOMM with FO3Edit, I know that is where i loose most of my time going back an forth.And add a MOD update system which would search, and not only update but correct your installed MODS by alerts of files needed but not found.It would also check an update the load order list in FOMM as well? Maybe we are trying to make this too complicated, What if each mod builder provided a script of where his mod should be placed, based on the Top 100 list?This script would include any mods needed an also any mods which are incompatible. This could be input via an on-line Database where all the mod builders could add their mods into the database list (must log in an verify they are the author)As this gets filled, it would be easy for every one to check anything above or below that would break his or another MOD, which info he would add.The Mod Author could then contact the other MOD authors an work together on a solution, after which add the resolution back to the database.This way everyone can help an all the burden is not placed on just a few, this would provide all with a basic place to resolve problems, both the Authors an Users.With the desired result of providing anyone with a Best Load Order List. From which all info about each Mod could be Linked, tagged, ect, for easy retrieval an info. Maybe not perfect, but a step......What do you think? Link to comment Share on other sites More sharing options...
ChuckFlash Posted October 17, 2010 Author Share Posted October 17, 2010 Hey check this out, Found a Fallout 3 project page with nada on it.Seems like this has the tools needed already? or not?Maybe can get permission to use their code for Nexus? or maybe a joint venture? Anyways, here is the links i found with the faq page.WHAT DO YOU THINK? POSSIBLE OR DREAM? About CurseForge CurseForge is a site by addon developers for addon developers.Our goal is to provide you, the addon author, the tools you need and a better user experience in order to make your life easier.We're completely developer-centric here. IRC Information:irc.freenode.net at #CurseForgehttp://www.curseforge.com/ CurseForge.com Knowledge basehttp://kb.curseforge.com/ Link to comment Share on other sites More sharing options...
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