@Jac: Again, thank you for the offer. However this is something I feel I have to do myself. Earlier attempts at proofreading failed to correct more errors than I care to track - although my favorite in recent memory is "...born and bread". :lmao: I made a unilateral decision and changed it to "...born and bred" with the full appreciation that the writer might have intended "...born and breaded" in the event that the NPC's mother was inclined to eat her young. I'm just saying it can be a challenge to honor the writer's intent. Anyway, I am ultimately responsible for the editing so I need to know it has been done well. While I do not rate proofreading as something I do particularly well I know what to watch out for and I am doing it slowly and carefully.
Why can't LGNPC give one guard in each instance a unique ID so he wouldn't be touched by the other mod? A patch would be fairly simple, just change the ID of the "brother" and the other guard.
We could, so the question really is why don't we? If a modder wants to depend on something existing for the completion of a quest, the best approach is to introduce those elements with the mod. There is plenty of that going on with LGNPC quests. However we are a project that builds on existing elements of the game so dialog inconsistencies and broken quests in the wake of the changes introduced by other mods are a way of life for us. Some of this is adherence to conventions that were created early in the project. LGNPC Khuul added new dialog filtered for that town's guard and we have preserved it. Certainly we could add a second guard that would have a life and know all about the black market and other local concerns while the official guard knows nothing, but we would be introducing an inconsistency that might not otherwise exist. Yes we could create a new guard with a lost sister (not in the current cell since there would not be room to turn around in Saetring's shop), but we decided to preserve Ostar's original vision for that quest.
With a project as comprehensive as LGNPC conflicts are inevitable, therefore our approach is to 'first do no harm'. We will try not to break other mods. If other mods break our quests that is somewhat out of our control, but there are some proactive steps that can be taken. As Macready points out, the burden of compatibility rests with the mod that makes changes to the official guards. Having a few standard guards in a sea of spawned 'unique' guards should not be too great a hardship on the player.
Cyran0, it strikes me as odd that you keep saying what a pile of work you have and yet every time someone offers to help, you give some excuse as to why you can't accept assistance at this time. There are many people out there capable of proofreading dialog. It seems what you are afraid of is that some typo or poorly structured sentence will still slip through if you don't go over it yourself. I understand this. It's a combination of factors which result in severe micromanagement. Either you want help or you want to do it all yourself, which is it?
I want to do it myself for the very reasons I offered to Jac above.
I do not enjoy managing the activities of others. Give me something to do and I will set upon the task quite happily. This unnatural role was thrust upon me. When the project was collapsing because the principal members could not continue to put so much time into it I volunteered to help with the construction set work. I did not want to manage other writers or edit their work. My offer was answered with an archive file of all the LGNPC work recorded to date and the ultimatum that the project was dead unless I decided to keep it going by taking over the administration of it.
I prefer to be writing and modding. I have not been a very successful manager of writers. In my (in)experience the majority of new writers fade away before producing dialog for a single NPC. They do not save me trouble, but rather create more of it. I invest several hours in correspondence to help them along - time that might be better spent creating the dialog myself. I also have a difficult time saying no, so when two new writers expressed an interest in joining the team in June I reluctantly agreed. We have had some brilliant writers involved in the project, and I do not want to make the mistake of turning away the next LGNPC star. Predictably (for me) neither writer has been heard from for at least seven weeks. Yes I could contact them myself, but I value the peace - and the opportunity to do something more satisfying with my time than write correspondence.
Incidentally, there's nothing intrinsically wrong with "unfathomable ambition". It has a primrose path feel to it, but "unfathomable" can simply mean "incapable of being understood". the fact that it does have meanings which refer specifically to depth and most people think of depth as being negative rather than the "soaring" positive normally associated with "ambition", the fact that it "feels" wrong, doesn't make it technically wrong.
No it is not technically wrong - there are second and third definitions to words, but we usually reach for the first until it is proven it is not appropriate in the present context. My first impression was that of contradiction: using a method to measure below me to describe how far above me something is. It is an example of people trying so hard for poetry that they lose sight of the meaning. I have a very playful style of speech - I love metaphor, but when addressing an audience (this community) that is not entirely native English speakers I prefer to err on the side of caution and write with more precision. This is just as true for the dialog in our mods. In fact, it makes our writing more stylistically consistent with Bethesda's dialog - I believe that is a good thing.
That actually puts a finer point on my observation. If this were in LGNPC, you would feel inclined to take charge and change it, no matter who wrote it originally. This is micromanagement at it's worst. Focusing on something that isn't actually wrong.
If you read my previous post more closely I was lamenting that we should not alter the phrase (except to correct the spelling of 'unfathomable' if it was incorrect) because this manner of speaking might be characteristic of the NPC uttering the line.
However I must confess that while proofreading these months I have done more than correct spelling and grammar. It is very unsatisfying to invest all the time to edit the dialog and still have it be poor quality. If a line is ambiguous, I take the liberty of restructuring it, but sometimes I cannot make any sense of a sentence at all. I pledged that I would not 'Khajiitify' entries, but I have a difficult time overlooking that which I know is wrong.
I really do feel for you, because of the enormity of the task you have taken on. It's a fantastic set of mods which I use myself. You have helped me with troubleshooting it in the past and were extremely friendly. Sadly, in this thread it has become clear your enjoyment has declined and it shows in your posts. You seem irritable and almost ready to throw it all in. If that's the case, maybe you should just put it down and walk away for a bit. Hand a single mod over to another person with the caveat he/she cannot release it without your permission and take a vacation. Maybe even play the game?
Yes it is a large undertaking, but it is getting smaller by degrees. For a long time after I took over the administration of the project almost all or our resources were spent on responding to bug reports. It is unfathomable (
) the blatant errors that existed in those early releases - hopelessly broken quests, triggers for crashes - yet some of them existed for years unreported or at least uncorrected. Hundreds or hours spent repairing the flaws in earlier installments left little time for new content. Pushing for the release of new installments at that time could have paralyzed us by making mod support 100 percent of our effort. My philosophy was to get the earlier mods working so we could concentrate on the new project towns. We were just about there before the need to proofread all of our dialog was proposed. I was really looking forward to make meaningful progress on our new projects.
I regret that I have given the impression that I am irritated - I do not resent the well-meaning posts by you and many other users of our mods. I do appreciate your concern and advice on my behalf. Again, my formal manner of writing in an open forum can give the impression that I am cross, but that is rarely the case. I do not mean to challenge what you wrote I am merely explaining my point of view. I do not complain about the workload, but rather inform the community that anticipates our next releases that it needs to measure our progress not in weeks and months as for most mods, but in months and years (seriously). I do not have a problem with the timeline, but I know that most players are disappointed that it will not happen sooner.
Yes, I knew I would not get through this proofreading task if I did not budget some fun time for myself. I have spent some time on a few personal mods, and I have worked 'illegally' on LGNPC Ald Velothi. I do not know the future of the latter - I did not mean to do very much with it. However one NPC's story gets you thinking about his or her neighbor's situation and before I knew it I had completed most of them and started the last three. Happily it is at a point I can safely stop. The dialog for one of them will be available in the next update of LGNPC Secret Masters. That way I can blame Ostar if anyone objects to the changes to Orero Omothan.
We have been tolerably productive owing to this 'quiet' period. I hope that I have not fan the flames for a new controversy in this thread. I prefer modding to discussion of the process - that is why I do not contribute to a work-in-progress thread. I posted yesterday to address the very real concerns raised by Macready and Browncoat. However to ignore what others took the trouble to post back in June might have appeared rude so I decided to respond to their remarks.
...Too late, Illuminiel chimed in while I was trying to bring this to a close.
@Illy: Do not worry - I still love you.
@The rest of you: leave Illy alone - she is entitled to her opinion and it is clear she does not mean to be critical of any of us.
@Illy: You are very perceptive, although the qualities and motivations that you ascribe to me may be true for many modders (yourself included). Yes I have some fear of being drawn into playing the game at the expense of modding, but there are other concerns. I do not split my attention well (as you speculated). I prefer to follow inspiration as far as it will take me because who knows when I will be visited by it again. It is very inefficient to pick up a work-in-progress after suspending work on it for a prolonged time. It takes too long to figure out where I was, where I was going, and why did I decide some strange workaround was necessary. I actually planned to play Oblivion this summer. I saw a couple new (to me) mods that would make playing that game tolerable. For me, playing one game while modding for another does not break my focus so much. For those of you who are wondering, no I never did load Oblivion. It is also true that I enjoy helping other modders and not just for the selfish reason that I know that means there will be more mods for me to add to my game when I do play again.
It is also for the selfish reason that I enjoy the diversion and challenge of working on someone else's problem - especially when the highlight of my modding day is editing dialog. I will admit that posting in the Construction Set forum allowed me to feel like a contributing member of the community during a time I was deliberately avoiding this thread for over two months. Thank you for your supportive post.