Floatsup Posted February 22, 2011 Share Posted February 22, 2011 Im starting to get into over a month into my mod project, and havent seen any conflicts with any mods that I use. Thats not to say that there are other mods out there though. So I'd thought I'd voice an idea. This would have to be maintained probable in a wiki format so anyone could edit and see it, but was thinking about naming conventions. I have several items that I had to change for my mod, and Ive been preceeding them with FLGEN or FLBAR so I know which area they affect. I highly doubt with all the letters following it would be in any kind of a conflict, but I watched so many tutorials that specify add 000 or some other thing to preface the uniqueness. Was just wondering if this would be a kewl thing to put up for modders to veiw so that on the start of a mod, your item naming convention is already published. Im not sure how the game engine responds to identical names, but I know ive had so many errors in the past, that I'm just trying to prevent future pains or conflicts. Anyway any thoughts on this idea would be kewl to know. I could whip up a wiki page in a day so the web portion is nothing. Be better if Nexus had a page dedicated to it though. Link to comment Share on other sites More sharing options...
Moraelin Posted February 22, 2011 Share Posted February 22, 2011 (edited) Waaay back in ye olde days of Fallout 3 pre-GECK modding in hex, most of us were really doing .esm master files (even if they were named .esp) and giving ids by hand in hex. That's where conflicts happened. It's possible you've read some stuff from back then. God knows I've written such stuff myself :P If you do things properly with the GECK, you can pretty much forget all that. Items won't conflict because they have the same name. What matters is the hex id (the one you use in Player.additem) and even then only when at least one of the following is true: 1. they're both in the same .esp 2. you're making an .esm (and you can't do that with the GECK alone, so chances are you won't make one by mistake) 3. your mod depends on someone else's .esm and effectively changes an item in there. This one is possible to do by mistake, but basically won't happen in any other circumstances So the short version is: items won't conflict that easily. Even adding stuff to the same container doesn't actually conflict, again, unless you're doing an .esm. What _can_ conflict is stuff like two people placing a crate in the same spot, or such. Mind you, they both will still exist in the game, but you may not be able to lockpick one because it has another one over it. What can also conflict is if two people override the same weapon from the base game either in the GECK (e.g., one makes the unique 9mm pistol faster, another one makes it do more damage), or make a replacer change the same texture or mesh (e.g., if you install my gladius machette replacer together with another gladius machette replacer.) Generally that's the reason why it's a good idea to not make a replacer, and to use your own directory and filenames for the meshes and textures. Of course, what can also conflict is .esm names, although it's very unlikely, and trivial to fix. Just rename one of the two files. On the whole, I'd say you're overthinking it. Outside the realm of replacers, you're very unlikely to run into a conflict in New Vegas mods. Edited February 22, 2011 by Moraelin Link to comment Share on other sites More sharing options...
Floatsup Posted February 22, 2011 Author Share Posted February 22, 2011 OK, kewl. Im still new to the scene, and wanted to nip something in the bud before I had to figure out wtf is wrong now with my monster. Good to know though. Cheers Link to comment Share on other sites More sharing options...
asdfzxc Posted February 22, 2011 Share Posted February 22, 2011 Waaay back in ye olde days of Fallout 3 pre-GECK modding in hex, most of us were really doing .esm master files (even if they were named .esp) and giving ids by hand in hex. That's where conflicts happened. It's possible you've read some stuff from back then. God knows I've written such stuff myself :P If you do things properly with the GECK, you can pretty much forget all that. Items won't conflict because they have the same name. What matters is the hex id (the one you use in Player.additem) and even then only when at least one of the following is true: 1. they're both in the same .esp 2. you're making an .esm (and you can't do that with the GECK alone, so chances are you won't make one by mistake) 3. your mod depends on someone else's .esm and effectively changes an item in there. This one is possible to do by mistake, but basically won't happen in any other circumstances So the short version is: items won't conflict that easily. Even adding stuff to the same container doesn't actually conflict, again, unless you're doing an .esm. What _can_ conflict is stuff like two people placing a crate in the same spot, or such. Mind you, they both will still exist in the game, but you may not be able to lockpick one because it has another one over it. What can also conflict is if two people override the same weapon from the base game either in the GECK (e.g., one makes the unique 9mm pistol faster, another one makes it do more damage), or make a replacer change the same texture or mesh (e.g., if you install my gladius machette replacer together with another gladius machette replacer.) Generally that's the reason why it's a good idea to not make a replacer, and to use your own directory and filenames for the meshes and textures. Of course, what can also conflict is .esm names, although it's very unlikely, and trivial to fix. Just rename one of the two files. On the whole, I'd say you're overthinking it. Outside the realm of replacers, you're very unlikely to run into a conflict in New Vegas mods.Actually, edits to a container's inventory can conflict just like every other object. In general though, you're pretty much correct. Link to comment Share on other sites More sharing options...
rickerhk Posted February 22, 2011 Share Posted February 22, 2011 Just DONT use numbers as the prefix for your scripted objects. Link to comment Share on other sites More sharing options...
Recommended Posts