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Pacifist Mods


David Brasher

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Integration: The Stranded Light is a mod I have always wished I could use, but the requirements force the player to make major changes to his or her own character unless that player is already using or wishes to use the required mods. These are not minor changes. Race balancing and changing of birthsigns is a pretty big deal which could conceivably completely alter the capabilities and play feel of a player's existing characters, and Cobl users may also have issues if they prefer to use the Cobl version of that project. In addition, it appears the modder who made Less Annoying Magic Experience (also required) has blocked it and it cannot be downloaded here currently. http://www.tesnexus....le.php?id=20371 so unless there is another legitimate source for it, nobody who lacks that mod can currently play Integration: The Stranded Light.

 

It looks like an amazing mod, but using race balancing project is a major decision that I wouldn't personally advise anyone to make in order to play a quest mod, however wonderful and extensive that mod is, unless the person finds the race balancing project appealing for other reasons. That's why Cobl makes that, TNR, and several other features optional. They change things some players may not wish to change.

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Well you can still get LAME from his site.

 

Also there's plans for two "Integrated" versions of integration:

 

http://www.moddb.com/mods/integration-the-stranded-light/news/integration-the-stranded-light-version-10-released

 

Furthermore there are also talks of two streamlined installation options. The first option would come with Less Annoying Magic Experience(LAME), and Race Balancing Project(RBP) already integrated into the core file no longer requiring you to download LAME and RBP as well. The second option would be much the same except without any gameplay changes from RBP or LAME.

 

This is a very exciting possibility for everyone out there who has been reluctant to try Integration due to its requirements and their changes to gameplay. With this new option you could enjoy the quest lines of The Stranded Light with zero gameplay changes! The first option is currently in alpha testing, and if it works correctly the second option won't be far behind. I'll be sure and keep you updated on any progress as it happens.

I tested out the version that includes RBP+LAME+Integration in one esp file and it worked fine for me. The optional plugins forRBP and LAME even work fine after you change their master files with Wrye Bash. Hopefully the version without gameplay changes won't be far behind.

 

bg posed a question to me, and maybe you can help answer it:

 

 

A question (maybe I should ask it at bethsoft too' date=' but I doubt I get any answers) arose today while doing so: If I revert gameplay changes, should I keep cosmetic additions intact?

 

Namely this would be the new hairs and eyes for Vanilla races, and new spell icons for Magic effects. They are not necessary to Integration in any way, and they aren't any gameplay changes neither, so... I'm kind of at a loss here. Any input :) ?[/quote']

My answer: Well the hairs/eyes are a matter of choice. If they don't want them they can just not use them for their character. The new spell icons.... personally I like them and can't really see anything wrong with it but you know someone is bound to say something like: "OMGZ Tis Qust mod mest wit mai icons!!1"

 

There's this sort of assumption that some people have (myself included at times) where if a mod does more than it's supposed to then people get this idea that it is dirty or has unintentional edits and stuff.

[*]The races added by the integrated file, well they have to do with the quests and if you didn't have them in the "no gameplay changes" version you'd be limiting quest content so of course those are okay.

[*]The hair/eyes are kind of skimming it seeing as how they have no relevance to the quest content ( :lol: @ imagining Teshreku saying: "I love running my tail through your long hair") but they are 100% optional. The most annoyance they can cause is if maybe the player installed a single hair/eye mod and they have to sort through all the RBP cosmetics to find it.

[*]Spell icons... no quest relevancy (except for quest rewards which you could probably keep the new icons for), and it's not optional (unless you use the custom spell icons mod, but then you get into OBSE and stuff.)

Edited by JCP768
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This is definitely exciting news. I would absolutely play the mod if I didn't have to make the gameplay and cosmetic changes.

 

I am thinking because of potential conflicts with cosmetics a player already has (google eyes problem, for example) it would be best to either leave them out or create an OMOD or BAIN install with a script or wizard, to help the player decide. BAIN install is doable but would need to have instructions for them how to get to the wizard and use it in Wrye Bash. Instructions would also need to urge them to run BOSS to get a correct load order first.

 

Here is the issue with new eyes. One of the most common questions answered here is why the person's characters and/or NPCs have missing eyes, black, eyes, distorted eyes, eyes, that look like they have 4 irises, 5 eyes arranged in a pentagram shape(I have seen that one when helping someone!), etc. Cobl users often post about eye problems from enabling the cosmetic changes. These problems can be distressing and they are due mainly to the fact that there are several different eye meshes used by custom race and cosmetic packages. They conflict to various degrees and depending on which characters they touch. Many users panic and completely reinstall the game multiple times before they request help. Hair mods and the merged teeth mod can also cause cosmetic conflicts. Worse, sometimes the modder who made the package does not mention which eye mesh is used. Wrye Bash does have a terrific function which can reassign eyes and hairs by race in an attempt to get rid of those problems, but a. it has limits, and b. getting users who are not that technical to install Wrye Bash and use it correctly can be like herding cats. It's intimidating for a lot of people and if they make mistakes while trying to create a bashed patch, it can cause the game to CTD. It would probably be a good idea if the installation script for the no gameplay changes version includes the question "Are you able to use Wrye Bash and make a bashed patch?" If the answer is no, then the safest option is not to even offer the cosmetic changes. If you ask a user if they are using custom eyes, from my experience here, many people don't think they are, but when they post a load list, it turns out they have several custom eye meshes that came with other mods. If they say they know how to make a bashed patch, the OMOD script or BAIN wizard can offer them the choice of installing the cosmetics or not. I think very few people would experience problems from the spell icons.

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