AuGuRSGFX Posted January 26, 2012 Share Posted January 26, 2012 (edited) I would like firstly to say I appreciate all the modders out there for their work, and the following is NOT meant to burst your egos in the slightest. -------------------------------------ReadMe :I've noticed many of you have named your readme's that you include in your downloads as "readme.txt". While this may be an oversight or not, when you refer to the readme for installation instructions, and it's been overwritten by untold amounts of mods being installed, it's not a good thing. So I'm basically asking you all to name your readme according to the name of the mod with the included version number would be a good thing for all of us users. Stand-Alone Mods/Conversions :Example : Mod Sword A (Super New Sword by Someone) = meshes/weapons/sword.nifMod Sword B (Super New Sword by SomeoneElse) = meshes/weapons/sword.nif See the problem here? While it's a simple thing during creation & editing, it's not so simple when the mod is finally downloaded by us users. Much like the readme situation, files being overwritten when people want to make use of multiple mods that add to the game, some of us like the variety. For models, the suggestion would be to name the file with following format : <creator>_<modname>_<version#>, obviously with file extension as applicable. For textures, same format minus version# if necessary, and adding what part is being covered by the texture. I.E. : someone_supernewsword_1-0.nif, someone_supernewsword_1-0_steel.dds -------------------------------------Texture Replacements :For vanilla and even replacement/new models, I've never really understood the necessity to include the nif files when doing a "simple" texture replacement. Figuring out where the textures are stored for both vanilla and new models is easy to do. Once you have that, you should know what the texture names are, therefore naming your files the same as the "originals" should be easily enough done. The only different situation would be when you alter the mesh itself. At this point, the mod really becomes a new mod and not just a texture replacement. I.E. - Skimpy-fying a mesh (removing mesh faces to show skin) without using alpha channel transparency. Technically, this is a new mesh that could be a stand-alone on it's own merit. -------------------------------------File Management :I've seen several mods utilize named sub-folders to house their mods, so even if the above wouldn't be an issue for raw files (model nifs & dds textures) if used. Obviously *.esp, *.esm, and even *.ess files would still be a problem if named the same. ------------------------------------- In conclusion, and it goes with saying, that following a naming convention and utilizing file management on the modder's end would greatly affect mod compatibility for the better in the long run for all of us loyal fans of your work. Thankyou Edited January 26, 2012 by AuGuRSGFX Link to comment Share on other sites More sharing options...
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