On an entirely unrelated issue, cyran0, I noticed during a new playthrough I'm attempting (I say "attempting" because I never get more than a few hours in before stopping to mod again), and I noticed that Foryn Gilnith (the guy who killed the tax collector) is unusually cheery when he greets you with the standard NPC dialogue before reverting into a complete [censored] when you try to ask him anything else. Why is that?
Foryn Gilnith is the antagonist in the official Dead Taxman quest who has new dialog provided by LGNPC Seyda Neen a mod by Joe Stevens with the most current update provided by Wrye. Back in the early days of LGNPC (and Joe Stevens' work pre-dates creation of the project) new greetings were not written. What you heard was a generic cheerful Bethesda greetings followed by disgruntled LGNPC dialog on various topics. The inconsistency that creates may have been the primary reason for including new greetings in later LGNPC installments.
*sigh*
That awkward silence was all of us thinking the same thing but being too afraid to mention it.
I had been hoping that if I waited long enough that this 'controversy' would play itself out, but I can see now that is not going to happen. What no one wanted to be the first to say is that the sort of problem described by BTB might be resolved in a 'significant' update of Seyda Neen - something we have long intended.
Apparently my post from 31 May generated some confusion and excited some strong responses. I am not certain that another long post from me is going to clear it up - it may even make it worse. I will try to form a logical response, but additional posts have taken this theme on so many tangents that the narrative may not be very straightforward. I suggest you get comfortable, and read very slowly.
It does not seem people are talking about the sort of work that I declared as suspended. Certainly LGNPC will update previously released mods for the purpose of repairing bugs, resolving conflicts where possible and fixing typos. It is the lattermost task that has had me in such a mood for most of the past two weeks. I know it has to be done, but I would rather be doing something more interesting like creating new dialog and quests. Don't worry... the editing will be performed. I am not so young that merely disliking a task prevents me from doing it. Given enough time I may learn not to resent it so much, but this sustained discussion of it does not make it easier to put behind me.
Wait. What? Who? When? Shorely, the original author's intention wasn't to break vanilla quests? Where was this "indifferent reception"? Who "raised strong concerns"? I certainly haven't seen any of that here.
I do not know what the original authors were thinking, but I share your view that they probably did not intend to break official quests. Since this is showing the potential of becoming a lynching there will be no naming of names.
By 'indifferent reception' I mean that besides the justifiable concern expressed by some regarding the rewriting of earlier installments, there is not a single line to be read about Khuul's update or the Ald'ruhn supplement (beyond how to us it). These were released to gauge the community's interest in similar treatment of other towns in the future, and except for the aforementioned objections there does not appear to be an opinion - i.e. indifference. I suppose this is a consequence of there being many things the community desires from our project. Testing and release of the LGNPC version of Ostar's Tribunal, Bloodmoon and Nerevarine, completion of Ebonheart (yes, m'lady), work on Balmora and some Telvanni towns - even a LGNPC treatment of the innocent Nords found wandering outside Daedric ruins. This in addition to the very reasonable requests for bug-free quests and error-free dialog that do not break official content or conflict with other mods. We do not have the resources to do it all so we must prioritize - that is why community feedback is important to us. It not only guides what we do, but is helps us decide the order in which certain projects should be pursued.
Was the problem that HandOfBane describes really "the original vision of the project's writers"? Was their intention to supplant and overwrite vanilla Morrowind dialogue and so break the game? Or was it just the way that they originally implemented things and, having had such issues pointed out to them, they would be perfectly cool with fixing them?
Of course it was an accident. I was not suggesting that we would ignore serious errors in earlier releases. In fact, we have spent as much time doing just that as developing new projects. It is a matter of how we approach those fixes that we are deliberating.
The biggest problem I have with the Ald Ruhn rewrite is that it's not exactly clear what the supplement does unless you have at least a rudimentary understanding of how the system works, which the vast majority of users lack. Hell, even after asking for clarification here and getting a response, I'm still certain about the finer details of what's going on.
[I was THIS close (very close) to correcting your spelling of Ald'ruhn - can't you see what this is doing to me?
]
I will try again.
There is LGNPC Ald'ruhn and there is LGNPC Ald'ruhn supplement. In the beginning there was only LGNPC Ald'ruhn and it addressed 127 NPCs. In version 1.20 twelve of those NPCs have been 'turned off' - their LGNPC dialog disabled by adding a check for the cell Abaelun Mine. Since Ald'ruhn NPCs are not likely to be encountered in Abaelun Mine their LGNPC dialog will not be used. Any quests associated with them have been similarly disabled. It does not require much construction set savvy to removed the counter-filters and have your own beautifully restored version of Ald'ruhn complete with all of its original flaws.
The LGNPC Ald'ruhn supplement adds dialog and five quests for the same twelve NPCs for whom their dialog was disabled in the non-supplemental version of LGNPC Ald'ruhn. When used together LGNPC Ald'ruhn and LGNPC Ald'ruhn supplement complement each other perfectly to provide less generic dialog for the entirety of Ald'ruhn. However one does not depend on the other. A purist might run only the original Ald'ruhn esp whereas a visionary might renounce the original in favor of the supplement. As always no player is obligated to use either mod.
The reason the supplement was 'necessary' is the original LGNPC Ald'ruhn esp had too many liabilities. Originally many official dialog entries were altered and even moved creating tremendous potential for broken dialog strings, broken quests and difficult to recognize (the cause, not the effect) mod conflicts. These have been subsequently corrected in every instance that could be identified. Moreover it is challenging to work on a mod that one did not create. It made little sense to edit the original esp to such a radical extent as we envisioned for the Ald'ruhn supplement. This approach offered the additional advantage of allowing development in stages rather than all at once - particularly welcome when creating dialog for 127 NPCs.
Having written to the contrary, the LGNPC Ald'ruhn supplement is not necessary - it is a choice... a dream, really. We thought it would be nice if at the same time we made LGNPC Ald'ruhn error-free we make it actually 'playable'. Of course characterizing some of the content of LGNPC Ald'ruhn as 'unplayable' is very much a matter of taste. This is one of the obstacles to any substantial rewrite. Who am I to judge what is good and what is bad and what the community wants?
I have been the strongest advocate on the team for the rewrites of earlier installments. I felt it was the most efficient way to collectively address many of the concerns I identified earlier. It is not the best use of our time to proofread all of the dialog in a given town and then later rewrite it. It is not the best use of our time to fix bugs in existing quests only to draft new quests later. This is no more true than in Ald'ruhn. It give the LGNPC treatment for 127 NPCs, half at least with poor dialog and nonsensical quests. Then there were all the construction set flaws that resulted in dialog loops, broken official quests and conflicts with other mods. Many hours were spent fixing as many of these problems as could be found. However if more was to be done it made better sense to start over with a new esp - one without the inherent flaws of the original. That was the rationale behind the Ald'ruhn supplement. Certainly we could go back and remove all of the unnecessary changes made to NPCs, and filter wholes in the new dialog to allow official dialog to occasionally shine through. It would be considerable work and when finished it would have the same poor dialog and silly quests - the proverbial lipstick on a pig. That is why I favor rewrites.
For example: in the original LGNPC Ald'ruhn, Braynas Hlervu is a master alchemist who offers the player an impossible challenge to receive an outrageous gift. The challenge invites the player to reload the game repeatedly for fresh attempts until the frustrated player researches the answer in the construction set. That is not my idea of an immersive role-playing experience, especially when you consider that an official quest involving Braynas Hlervu characterize him as a poverty-stricken, retired egg miner. It gets better. After the player has completed the challenge, this destitute, old man offers the player the most valuable alchemy equipment not available in unmodded Morrowind. Still find all of this perfectly reasonable? The player retrieves the priceless apparatus in a barrel floating near the docks of Ebonheart. :rolleyes:
The Ald'ruhn supplement took a different turn with Braynas Hlervu. He is restored as a retired egg miner, old and living in poverty. He has seen many changes in Ald'ruhn over the years and is ready to complain about them as well as reminisce about the 'good o'l days'. Granted this profile is not as exciting as the one previously described, but I would argue that it is more plausible.
I might lose that argument - I read many things that make me wonder if I have any idea of what the community thinks reasonable or is otherwise valued. I admit that typos jar one's immersion in the game world and should be attended, but where is the outrage about poor characterization and mindless dialog - is not that just as disruptive to immersion? There is a hairdresser in Gnaar Mok - not in Balmora, not anywhere in Vivec, but there is one in Gnaar Mok. I do not know if it was meant as a joke, but whether or not it was it is equally absurd and inappropriate if the goal is to respect lore. In that same town the player need speak only thirty seconds on a subject to convince a hardened Camonna Tong member to renounce her violent, racist ways. Thirty seconds after that the player can lead her out of Nadene Rotheran's shack whereupon she is immediately at peace and one with the universe.
It makes me wonder if it really matters what we write - are people satisfied merely to read something different. More than once I have contemplated just sitting down at the keyboard and letting it fly stream of consciousness. Unencumbered by a particular personality or framed by a precise back-story I could type anything I want. Greeting: "I'm sorry if I am not very good company today - I just had to bury my favorite guar." Little Advice: "Don't let Lorburmol gro-Aglakh have any ash yam. It keeps him up all night with gas, and the rest of us up fighting for air." Little Secret: "I have six toes on my right foot." Actually that last one is not bad. Don't be surprised if you read in a future release. I know that is a bit of an exaggeration, but some existing dialog is little better than that.
Then there are the quests...
I recall recently reading someone's praise of our work - a commendation for our using existing resources by building a story around it and giving it meaning that it previously lacked. Naturally my thoughts turned to Ostar's brilliant integration of the Redoran of Marandus into the main Redoran quest line with six quests including a rival to the player's ascension in that Great House. While the details were sketchy I deduced that the poster was referring to the LGNPC Ald'ruhn quest to discover Aryni Orethi's missing sister. I knew it well since I had responded to bug reports and helped a number of players through that desperate search. After fixing the journal bug and adding some dialog clues in Seyda Neen the player had a tolerable chance of finding Inta's corpse in the bottom of a pool in the cavern of Addamasartus without having to cheat.
I was never a great admirer of that quest even after it was fixed. Find my sister, sister's body found, offer proof of death. It was reworked in the Ald'ruhn supplement so the player could follow meaningful clues through detailed dialog that lead the player throughout nearly half of Vvardenfell. When Inta is met, very much alive, and the player gives her sister an account of Inta's flight the quest need not end there. The player can assist Inta in a few quests of her own that eventually result in her relocation to a frontier settlement in western Vvardenfell and a happy, meaningful life.
Now some might argue that there is little difference between the original quest and the reworked one except in the former Inta is dead and in the latter she lives. Some players seem to pursue a quest as if it was a chore - just something to check off their to-do list. For them the art does not matter. However LGNPC is a dialog mod. We give NPC stories to tell, and a quest is just a story that unfolds through the player's actions. Some may not care about that, but I hope some of you do. Finding and helping Inta is the story. It is also the reward. Some will resent having less upon completing that quest than they had at its beginning. The quest does not offer a material reward - the reward is the experience. After all, why are we playing the game if not for enjoyment and entertainment? For any one who cares about such things, Aryni Orethi 'story' requires over three hundred new dialog entries to tell (that is more than is found in some of our early installments). The player is offered many choices with accommodation for poor decisions as well as the correct ones. If story is important to you then this will be a more satisfying treatment of Aryni Orethi than in the original LGNPC Ald'ruhn.
The fact that Aryni's original quest is celebrated instead of the new one (or Marandus' Redorans) suggests what is wanted. Certainly we can write simple, mindless quests along the usual themes: deliver this, kill that, escort me to there, but I would prefer to leave such things to others. Granted this is my first impulse - my view may soften in time and my standards relax, or maybe I will just cease to care anymore.
I believe my arguments resonate with some of you, and you will protest that what I propose is what you would welcome. However we cannot produce mods that will satisfy everyone's taste and I am reluctant to impose my own vision of Vvardenfell on the rest of the community. It would be different if it was my own mod, but I am a member of a team. We have to decide what we will put our energy into because we have been adrift for two long trying to do everything at once and accomplishing nothing as a result. There has been sound arguments against the LGNPC Ald'ruhn supplement and the like, and nothing offered in its defense. In the absence of any other data we should repair the bugs and correct the spelling in our existing installments.
As one of the plethora of authors on the original Ald'ruhn, I would point out that the LGNPC editors/compilers of that period had no qualms about editing peoples work with or without their permission...
...and outright rejected submissions which weren't of a sufficient standard.
As a member of the original Ald'ruhn team your perspective is particularly welcome. However, in my current role it falls to me to edit the work of our current writers (the very task I most wanted to avoid as a member of the team). Some can be very stubborn about having their dialog altered beyond what is dictated by basic proofreading.
Considering what made the cut I am grateful that I never had to read any of the rejected dialog.
Without access to the unadvlterated original submissions how would one determine if you were altering the original authors interpretation or that of the LGNPC editors?
That is not the most handsome reason for altering someone else's work. So it is only wrong if one gets caught? What sort of message are we sending the kids?
Spoiler
I hate having to place emoticons on what should be obvious sarcasm - it just takes the bite out of it. However my dry sense of humor has fallen flat in the past. Anyway, if you can't laugh at that last line, then I don't think this relationship is going to work.
Oops, I did it again.
To answer your question: the original writers would know, and in the case of editing previously released installments any player that used the original might recognize the changes. However I think the more compelling reason to preserve the writer's original intention is respect for his or her work and person. The knowledge that I might not get caught makes the act of honoring the original work sincere.
Either way the people involved knowingly contributed to a collective work, which implicitly requires the acceptance of some editorial oversight in order to bring the various elements together.
Yes. However we are now discussing is dialog that has already been released. Presumably it had already gone editorial scrutiny so we are talking about editing the work of the original editors.
Completely changing the tone/style/backstory of original writers may be more questionable, but I don't recall any complaints regarding Wrye's rewrite of the original?
That is what happened more or less in the Ald'ruhn supplement. The only person who might have reason to complain about Wrye's update is Joe Stevens (oh, and the other guys that created their own update of LGNPC Seyda Neen). Joe has been very accommodating. That is his choice, and based on what he has written on the subject of modding I expect is would be Wrye's choice as well. However other writers might take a different view of the matter and they would be within their rights.
As to the 'indifferent reception of these updates', I'm quite sure you've been around long enough to know that 90% of your users happily download & use your mods without saying a word.
Any modder who has been around awhile knows this. About the only way a modder can know with certainty that someone is using his/her mod is to receive a complaint or bug report. However just because people have not said anything good about a mod I do not think we can jump to the assumption that they like it. One of the benefits of work-in-progress threads and open beta tests is that more feedback is forthcoming, but it is not for us.
Like Dragon32 said, modding should be a Cathedral. The original authors knew their stuff was going to get edited, yeah? It's collaborative - things change, things improve, you get bugfixes, etc. The MPP isn't disrespectful of the original programmers and devs at Bethesda - it fixes their mistakes. LGNPC isn't disrespectful to the original writers and devs who wrote dialog - they had time and budget constraints. Continuous improvement is part of the post-release process.
As for cathedral versus parlor, it is less important which view I take than the view of the modder's whose work I might build upon. If they do not welcome such changes then it cannot and should not happen. I do not have to agree with their modding philosophy to respect and accept their decision. It seems as if it is not up to individuals - the world is either open or closed. Wrye determined it was closed, and that he declares is one of the reasons that he no longer mods for Morrowind.
Again you are writing of bugfixes when I was referring to 'significant' updates. Within Wrye's
Levels of Modification elements of the Ald'ruhn supplement, and some of the work performed in other towns reaches as high (or low) as 'artistic destruction' - that sounds and is pretty serious. I think anyone is tolerant of (if not outright grateful for) everything up to that point. It is about altering an NPC's personality and replacing another writer's dialog that some people are apprehensive.
One of the reasons I have been reluctant to respond is I knew it would be very difficult to achieve without sounding resentful. I doubt that I appear to advantage in this rant. Perhaps I really am resentful. It is not a flattering picture, but it might be the truth. I have no wish to recount any cause for resentment either real or imagined. I want to stop obsessing about this can get back to what I enjoy - modding. One of the reasons we do not have work-in-progress threads and release several mods at the same time rather than as each becomes available is because the discussions they foster are distracting from our work. In some days if this matter is not revived, I may calm down enough to begin writing again. I have not made a decision about the more serious points under discussion, but I will... and more quickly if I have an opportunity for quiet reflection. Also understand that there is only so much we can accomplish in a certain amount of time. Just because you do not see an expansion of the Ald'ruhn supplement with our next updates does not mean it will never happen.
There is one part of this business that I regret above all. Please do not think me unaware or unappreciative of the long-standing support that the community has given to the LGNPC project. Many friends of the project have posted here this past week with advise, reassurance and unconditional support. My resentful expressions may make me appear ungrateful, but that is an emotional response. My rational self knows what is owed to you, and it would grieve me if you thought I did not value you or your encouragement. There have been misunderstandings that may have raised emotions, and I know I can have a playful form of expression that can intensify rather than defuse such situations. I have great admiration and respect for all of you who have offered your support of the project. Thank you.
I hope we can move forward now.