[RELz] Harvest Containers v0.99.xx

Post » Tue May 10, 2011 7:55 am

Unless the download of PyFFI has been updated to 1.0.1 which I don't think it has as it's still in beta PyFFI most likely will fail on many of the meshes contained in H[C].

PyFFI is now at v1.0.1

http://sourceforge.net/project/showfiles.php?group_id=199269&package_id=236418&release_id=625821
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Darlene DIllow
 
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Post » Tue May 10, 2011 9:39 am

However, I unless you have anything against it I may toss the PyFFied meshes over to OOO since they are using the non bsa version of this most wonderful mod.
No objections on my end, go ahead :)

X.
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Matt Fletcher
 
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Post » Tue May 10, 2011 6:44 am

As I see it the mod is in dire need of a complete overhaul, not only as far as the PyFFI-ication goes.
There's a few issues that would need to be adressed like turning the collision shapes into proper MOPPs, adding smooth animations to some containers that still miss them, a proper script rewrite, possibly making use of advanced OBSE commands for increased compatibility, plus the inclusion of SI containers that keep collecting dust on my hard drive for ages now.

*sigh* Sounds like a lot of work, does it not? ^_^

Your work is appreciated though, I just don't really know how to proceed from here - I wouldn't feel content with releasing this as an update since there's so much more that could and should be done, I guess... :embarrass: (personal opinion)

X.


For what it's worth, I'd dearly love to see the sacks and bags get some minor animations so we can get away from the problematic coordinate changes.

Might be worth bundling the optimized meshes along with removal of the enable statement in the scripts (old legacy code that causes problems for any containers that are supposed to be initially disabled, such as the player home containers and some quest containers). I've already removed the enable statements from the scripts in OOO 1.34.

...
However, I unless you have anything against it I may toss the PyFFied meshes over to OOO since they are using the non bsa version of this most wonderful mod.


Is this offer still valid? Can I redeem my coupon?

;)

=======================

Unrelated question: Anyone have a clue about a bug (or more likely a mod interaction) that causes the player to get stuck with controls disabled?

At least one OOO user has reported this problem on containers outside (i.e., containers that work fine inside but not outside). There's a few similar reports (from a Fran user and an FCOM user) on http://thenexusforums.com/index.php?s=&showtopic=20209&view=findpost&p=416191.

I can't replicate the problem myself, so I'm hoping someone else has some clue what might be happening.
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CORY
 
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Post » Tue May 10, 2011 9:05 am

Hey I found a problem to be fixed and have a suggestion for the v1.00 Harvest Containers release(if it's still being worked on hopefully).

The problem was that some sacks don't tip over, they disappear entirely after being opened. For example the screenshot on the Harvest wesbite shows sacks in the Imperial city market district tipped over, but they just disappear for me. I found that sacks inside the Feed Bag do though. I assume this is the problem someone mentioned earlier in the thread about the animations not playing properly outdoors, but why is it only sacks?. I did find a sack outside the Ayleid ruin Vilverin to the right of its entrance that tips over properly though.

The suggestion is that if possible, could there be a version of the mod in which the animations for opening containers occur after you have looked through the container, or that animations don't occur and the containers are set to the open position instantly? Like how the sacks are tipped over. This may seem petty but I find that that having to wait for the animation to play to look into the container disrupts the flow of the game. Looking forward to the next realease of this great mod. :)

Edit: Nm for some reason after reinstalling oblivion and my mods again the sacks all now tip over and don't disappear. The animations don't seem that annoying at the moment either, I'll see how it goes.
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Dale Johnson
 
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Post » Thu May 26, 2011 2:54 am

My problem is the barrels, like the ones outside red diamond jewelry. I opened these once and took the food, leaving them open so I would know I looked in them already. After three days I come and look and the lids are still in the open position. I click on them and the animation then shows up correctly as if the cover was on the barrel the whole time. Annoying, because by looking at them you think food inside has not been replenished(after waiting 3 days) even though the food is now there.
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Emerald Dreams
 
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Post » Tue May 10, 2011 4:20 am

I think I found a similar problem with Havok Crates though(I know its experimental but feedback was asked for). After you have opened a crate and left it open, exit the cell, save and reload. Enter the cell again. The sides for the crate will still be open but new sides will also be up in the default closed position. These will then open too so you have 2 sets of sides open for one crate overlapping. Repeat to get three sets of sides open. I'm not sure if only the save/reload or exiting/re-entering the cell is necessary to produce this.
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TASTY TRACY
 
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Post » Tue May 10, 2011 8:40 am

Back when I was using OOO, it had Harvest Containers built-in, and it worked quite well. For my new build, I thought I would try the independent HC mod. It barely works for me. Going around IC and other cities, none of the barrels animate, handprints dont show...but sacks tip over. Inside a few places I got to see some chests and cupboards animate. In a cave i saw a few barrels animate. I am unsure why the animations are so sporadic. Is there something in my load order that is interfering with HC?

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.7]03  Cobl Main.esm  [Version 1.72]04  Armamentarium.esm  [Version 1.3]05  Better Cities Resources.esm06  BathingMod_Base.esm07  Unofficial Oblivion Patch.esp  [Version 3.2.2]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  Better Cities .esp0D  Atmospheric Loading Screens - Random Quotes.esp0E  Natural_Habitat_by_Max_Tael.esp0F  All Natural - Real Lights.esp  [Version 0.9.7]10  All Natural.esp  [Version 0.9.7]11  All Natural - SI.esp  [Version 0.9.7]12  All Natural - EW + NW + AWS.esp  [Version 0.9.6]13  Enhanced Water v2.0 HDMI.esp14  Better Bell Sounds.esp++  ln.esp15  Echo_ChapelChant.esp16  AmbientTownSounds.esp17  Storms & Sound.esp++  Stormier storms.esp18  Rainbows.esp19  WindowLightingSystem.esp1A  AliveWaters.esp1B  AliveWaters - Koi Addon.esp1C  AliveWaters - Slaughterfish Addon.esp1D  Ayleid Loot EXtension.esp1E  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp1F  Chapel Tithe.esp++  CM_Better Wine.esp++  Cyrodilic Brandy.esp20  Days&Months.esp21  Inebriation.esp++  Item interchange - Extraction.esp  [Version 0.78]22  Medic!.esp23  P1DmenuEscape.esp24  Oblivion Cats v0.2b.esp25  Oblivion Collectible Cards.esp26  P1DseeYouSleep.esp27  Q - More and Moldy Ingredients v1.1.esp++  Regrowing Nirnroot - Normal Plant.esp  [Version 1.01]28  SoT_Holiday.esp29  Harvest[Containers].esp2A  Enhanced Economy.esp  [Version 3.2.1]2B  Crowded Roads Revisited.esp  [Version 1.1]2C  Duke Patricks - Friendship Ring For Companion Detection.esp2D  Map Marker Overhaul.esp  [Version 3.0.1]2E  Map Marker Overhaul - SI additions.esp  [Version 3.0]++  HGEC_special_armor_repl.esp2F  CapesandCloaks.esp30  DarkSaintHGEC.esp++  RustyItems.esp31  PersuasionOverhaul.esp  [Version 1.4]32  Thieves Arsenal.esp33  HorseSpeedEqualsPlayerSpeed.esp34  Cobl Glue.esp  [Version 1.72]35  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]++  ArmamentariumLL.esp  [Version 1.3]++  ArmamentariumLLMagic.esp  [Version 1.3]36  ArmamentariumArtifacts.esp  [Version 1.3]++  ArmamentariumLLArmaVendor.esp37  kuerteeWanderingEncounters.esp38  TIE.esp39  Cyrodiil transportation network 1.3.esp3A  Amajor7 Imperial Furniture.esp3B  Anvil_MorningGloryBetterCities_Mixed.esp3C  Basemant for Cobl.esp3D  Better Benirus Manor - Helping Hands.esp3E  Better Benirus Manor for Cobl - Complete.esp3F  BHC_Expanded.esp  [Version 1.2]40  Delivery Job - BC.esp41  Gold Road Cottage - Classy.esp42  LetThePeopleDrink.esp  [Version 2.5]43  MountainShack.esp44  Skingrad Market 1.0.esp  [Version 1.00]45  thievery.esp46  thievery - EE patch.esp  [Version 1.0]47  VaultsofCyrodiil.esp48  VaultsofCyrodiilBC.esp49  Cyrodiil Travel Services.esp  [Version 1.3]4A  za_bankmod.esp4B  24HrArenaAliveV2.esp4C  Knights.esp4D  Knights - Unofficial Patch.esp  [Version 1.0.9]4E  road+bridges.esp  [Version 4.4.4]4F  Vergayun.esp  [Version 1.0.1]50  Faregyl.esp  [Version 1.0.9]51  xuldarkforest.esp  [Version 1.0.3]52  xulStendarrValley.esp  [Version 1.2.1]53  xulTheHeath.esp54  XulEntiusGorge.esp55  xulFallenleafEverglade.esp  [Version 1.3.1]56  xulColovianHighlands_EV.esp  [Version 1.2]57  xulChorrolHinterland.esp  [Version 1.2.2]58  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]59  xulBravilBarrowfields.esp  [Version 1.3.2]5A  xulLushWoodlands.esp  [Version 1.3]5B  xulAncientYews.esp  [Version 1.4.1]5C  xulAncientRedwoods.esp  [Version 1.6]5D  xulCloudtopMountains.esp  [Version 1.0.1]5E  xulArriusCreek.esp  [Version 1.1.2]5F  xulPatch_AY_AC.esp  [Version 1.1]60  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]61  xulPantherRiver.esp62  xulRiverEthe.esp  [Version 1.0.1]63  xulBrenaRiverRavine.esp  [Version 1.0.2]64  xulImperialIsle.esp  [Version 1.6.3]65  xulBlackwoodForest.esp66  xulCheydinhalFalls.esp  [Version 1.0]67  NRB4+UL-II+LtPD Patch.esp  [Version 2.1]68  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Basemant for Cobl - My Custom Plants Show Harvested Status.esp69  Cliff_BetterLetters.esp  [Version 1.1]++  Essential_Trainers-8374.esp6A  Oblivifall - Something's Not Right.esp  [Version 1.0]6B  ReneerNPCSneakMod.esp6C  Rune Stones!.esp++  ShinySeptims_Septimus.esp++  ScriptIcon_Replacer.esp6D  Enhanced Vegetation [125%].esp6E  Storms & Sound - Amajor7 Imperial Furniture.esp6F  Storms & Sound - Bank of Cyrodiil.esp70  Toggleable Quantity Prompt.esp  [Version 3.1.1]71  Roleplaying Dialogues.esp72  Alternative Start by Robert Evrae.esp73  Real Hunger, Cobl.esp  [Version 1.6.1]74  BathingMod_Soap.esp75  BathingMod_Bathroom_Upgrades.esp76  BathingMod_Placeable_Bathtubs.esp77  RealisticFatigue.esp78  RealisticHealth.esp79  RealSleepExtended.esp  [Version 2.3.4]7A  RefScope.esp  [Version 1.3.0]7B  RshAlchemy.esp7C  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp7D  attack and hide harder v2.0.esp7E  StealthOverhaul.esp7F  RenGuardOverhaul.esp80  RenGuardOverhaulShiveringIsles.esp81  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp82  Duke Patricks - NPC MAGIC and Arrows Can Miss Now.esp83  Duke Patricks - Fresh Kills Now Alert The NPCs.esp84  Wrye Leveling.esp  [Version 07]++  Idle Pose Replacer.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]85  Ethereal - Eyes.esp86  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]87  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]88  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]89  bgMagicEVPaperChase.esp  [Version 1.68EV]8A  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  Cobl Races - Balanced.esp  [Version 1.52]8B  Vypers Arrow Spells-SI.esp8C  Better Cities - Full City Defences.esp8D  Better Cities Full.esp8E  BCBravilFULL-Barrowfields patch.esp8F  BCChorrol-ChorrolHinterland fix.esp90  BCCheydinhalFULL-CheydinhalFalls patch.esp91  Better Cities - Thievery.esp++  Better Cities - TIE Restricted Area.esp92  Better Imperial City.esp93  Better Cities - COBL.esp  [Version 2]++  [GFX]_Initial_Glow-all.esp94  bgMagicLightningbolt.esp95  Get Wet.esp++  Real Lava 1.3.esp96  Shining Flame Atronachs.esp97  MiniMap.esp98  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp99  Upbringing.esp9A  leia.esp9B  Velveteen_Armor_HGEC.esp9C  Chin CatSuit.esp9D  Bashed Patch, 0.esp++  Duke Patricks - BASIC Script Effect Silencer.esp9E  kuerteeCleanUp.esp9F  Streamline 3.1.esp

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xx_Jess_xx
 
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Post » Tue May 10, 2011 12:09 pm

Is there something in my load order that is interfering with HC?

38 TIE.esp


TIE makes changes to chest inventory. it will wipe out changes that HC makes..If you load HC after Tie then you end up losing TIE changes, but, get HC animated chest..

You may be able to use bash to import the features from H&C into tie, by tagging HC has graphics and script's..
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[ becca ]
 
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Post » Thu May 26, 2011 5:21 am

TIE makes changes to chest inventory. it will wipe out changes that HC makes..If you load HC after Tie then you end up losing TIE changes, but, get HC animated chest..

You may be able to use bash to import the features from H&C into tie, by tagging HC has graphics and script's..


Thanks, CorePC! I'll try experimenting with that. It seems as if tagging was the solution for compatibility, wouldnt it have come pre-tagged?
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Claire Vaux
 
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Post » Thu May 26, 2011 3:38 am

I think the last update of Harvest Containers pre-dates Wrye Bash's script import function, and possibly the graphics tag as well.
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Laura Hicks
 
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Post » Tue May 10, 2011 7:35 am

Bump for a Classic Mod

Anybody know what happened to Harvest Containers SI project?
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Elizabeth Falvey
 
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Post » Thu May 26, 2011 5:33 am

Wow, old thread.
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Bitter End
 
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Post » Tue May 10, 2011 7:27 am

Bump for a Classic Mod

Anybody know what happened to Harvest Containers SI project?

What I've been thinking. Can't find the wipz thread, can't find the author. I have the file tho, and i could upload it but...
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MR.BIGG
 
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Post » Tue May 10, 2011 12:11 pm

What I've been thinking. Can't find the wipz thread, can't find the author. I have the file tho, and i could upload it but...

Done some digging. The HC with SI support was done by http://www.gamesas.com/index.php?/user/446578-ladycat/ who is no longer active it would seem. In fact, from the dates it would seem the last thing she did on this forum was send me the following PM

You mentioned possibly being available for testing, so here you go. :)
I appreciate any time you can spend testing. :)

Semi-final version, other than bug fixes, and adding missed containers (using existing animations).

Here are the links.

-- LC

0.99.12-14 Thread


Omod v00.99.14
Archive with omod conversion info v00.99.14

#####################
Harvest [Containers] v0.99.14 Information
=========================================
Mod Modders? tongue.gif LadyCat (scripting), XMarksTheSpot (animations)
Contact Info: Bethesda messenger - LadyCat

**WARNING: If you use the havoced crates addon already , move your character to a place with no crates and save. Quit Oblivion and restart the game. Load this save file. Otherwise you will experience invisible crates!


Required Plugins/Mods:
** OBSE Version 15 or later

Changes from v0.99.13 to v.99.14
* Split Ore Node changes to a choice of respawn or not
* Split optional addons into esm and esp pairs
* SI/Vanilla/Havoc/Player Homes/Flat TOp Barrels - silent open when loading a cell with already opened containers
* havoc crates: corrected multiple sides on cell reload
***WARNING: If you use the havoced crates addon already , move your charactger to a place with no crates and save. Quit Oblivion and restart the game. Load this save file. Otherwise you will experience invisible crates!

Can't Replicate: 'extra' barrel lids (flat top barrel addon or any other barrel)
Can't Fix: 'bouncing' crate sides - I tried but was unable to stop this. I believe its a limitation of the game engine.

Changes from v0.99.12 to v0.99.13
* Split into esm/esp
* split esp into Vanilla and SI (both require the esm, but either or both may be loaded)


TESTING INFORMATION

Tamriel
* gold and silver ore nodes respawn (if option chosen)
* added a chance to get a gem from the ore nodes (if ore respawn option chosen)
* havoc crates should no longer spawn duplicates (ie the multiple side bug)
* nifs run through Pyffi to reduce their size. Note any animation oddities that may have occurred from this. smile.gif
* silent open when loading an a cell with already opened containers

Shivering Isles
* Shivering Isles containers added
* amber and madness ore respawn (if option chosen)
* you can get a gem from madness nodes (if ore node option chosen)
* known missing: order chest
* nifs run through Pyffi to reduce their size. Note any animation oddities that may have occurred from this. smile.gif
* silent open when loading an a cell with already opened containers


The links are no longer active :(

So where to go from here? I have several choices
1) Just carry on using it and deny the community that's given me so much this valued addon to Oblivion and SI
2) Upload it to nexus giving credit where credit is due
3) Try and get it to mmmp1d etc who made the original so it can get uploaded onto their page (fyi mmmp1d hasn't been active since 22 march 2010, so is potentially still around)
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FITTAS
 
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Post » Tue May 10, 2011 8:14 am

I still have a copy of the mod that LadyCat had sent me to test. I saw no problem with the meshes and everything in SI worked wonderfully. If need be I can release the omod I made, but I wouldn't feel comfortable distributing it without her permission.
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Horse gal smithe
 
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Post » Tue May 10, 2011 6:25 am

I still have a copy of the mod that LadyCat had sent me to test. I saw no problem with the meshes and everything in SI worked wonderfully. If need be I can release the omod I made, but I wouldn't feel comfortable distributing it without her permission.

I know what you mean, but what's worse, releasing it without her permission, or all that hard work going to waste? (and peeps missing out on SI HC?)
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Sun of Sammy
 
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Post » Thu May 26, 2011 7:59 am

I know what you mean, but what's worse, releasing it without her permission, or all that hard work going to waste? (and peeps missing out on SI HC?)

Releasing it without her permission...
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Solina971
 
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Post » Tue May 10, 2011 5:57 am

wrong, Tom. people would rather see their work used and enjoyed, with proper credit given, rather than going straight down the crapper. it's pretty obvious imho.
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Jack Walker
 
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Post » Tue May 10, 2011 7:27 am

wrong, Tom. people would rather see their work used and enjoyed, with proper credit given, rather than going straight down the crapper. it's pretty obvious imho.

If the mod's policy says that, then sure. If it does not, how could you assume this...?


Edit: ...the answer is definitely not obvious. Have you seen the heated discussions about modders' rights on this forum? There would be no need for the question if that were the case. Also, that is obviously not an opinions shared by all modders.
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Eddie Howe
 
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Post » Thu May 26, 2011 8:15 am

Tom's right. Some people feel very strongly about these things. If the readme has no stated policy on the issue, it's usually most ethical to leave the mod alone.

The "happy" -seeming decision isn't always the overall-best-interest decision. :goodjob:
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Karen anwyn Green
 
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Post » Tue May 10, 2011 1:00 pm

If this was a WIP toward release, and he has a "beta" copy he was testing, there's unlikely to be a readme for it.

Depends on the circumstances...if the modder just dropped out without notice before releasing it, and never said anything about why she was leaving, it seems likely that release was the intent.

If she can't be contacted, and the "beta" was working without issue, I'd lean to releasing it. Especially since it's a continuation/extension of an existing released mod.
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Bellismydesi
 
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Post » Thu May 26, 2011 3:53 am

If this was a WIP toward release, and he has a "beta" copy he was testing, there's unlikely to be a readme for it.

Depends on the circumstances...if the modder just dropped out without notice before releasing it, and never said anything about why she was leaving, it seems likely that release was the intent.

If she can't be contacted, and the "beta" was working without issue, I'd lean to releasing it. Especially since it's a continuation/extension of an existing released mod.

What does the Read Me for the current version say? It seems safest to assume that whatever policy was written there applies here as well... Plus, March 22 is not that long ago...? (wording, sorry) I think that we could give the author at least a month. Summer time...
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Kyra
 
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Post » Tue May 10, 2011 9:11 am

I just think the default behaviour should be "it's fine as long as you give credit" instead of "god forbid due to ethical stuff" I mean it's not like you're hurting anyone or stealing stuff, come on. plus if they're not around anymore then they probably don't really care.
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Jessica White
 
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Post » Tue May 10, 2011 5:38 am

I just think the default behaviour should be "it's fine as long as you give credit" instead of "god forbid due to ethical stuff" I mean it's not like you're hurting anyone or stealing stuff, come on. plus if they're not around anymore then they probably don't really care.

I disagree completely. Some people do feel hurt when other people do things like that. Some people do consider that stealing. (That's the whole "borrowing" without asking discussion.) The last statement is definitely not true in many instances. People have different feelings about these things, and those should be respected. Authors express those views in their Read Mes by adding various policies, and they are certainly not all the same. I consider myself a very ethical person. I do not hold everyone else to my standards, but that does not change the way I feel about certain actions. Jaywalking (in Boston) usually plagues my conscience, whenever I bend my rules there, and I actually own every song (nearly 3000) in my iTunes library. So, yes, I am probably on the extreme end, but I think this case is one that concerns many people, not just Oblivion mod makers. It is related to one of the largest controversies with the expansion of the internet, definitely not something to blow off, definitely something hard to establish fine rules for too...


Edit: I know we are not going to come to a conclusion about it here, since the "real" lawyers cannot do much about it for the net in general either. The topic is interesting though, as are many of issues related to the increased convenience and flexibility provided by the quickly expanding intertubes...

Edit: I also meant to add that these discussions usually go down the drain pretty quickly, as Showler hinted below. I'm done. :)
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Tiff Clark
 
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Post » Thu May 26, 2011 8:35 am

March is not so far away, I would try to contact mmpld (?). Remember Jaga, the author of Streamline? He dissappeared for a year between 2.+ and 3.+ versions.
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sunny lovett
 
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