Modding with Conflicts

Post » Sat May 28, 2011 8:02 am

Okay, as you guys can see from my signature I need people beta testing a mod I did. It's simple, nothing too special. This post isn't about that though, if you want to know more about that, then click the link and read, because there isn't going to be a lot of information given here.

Anyways, a user of the mod mentioned it conflicts with KotN, which is a pretty big deal, ofcourse...so I need know how many people use KotN. Also, I am thinking of creating a new - small - island, but then this will cause problems with the Unique Landscape Project, so I also need to know how many people use UL. These statistics will help me know how to go about patching this, so please, if you don't mind just voting for me :)

Feel free to check out the mod any time too btw, or just wait until the "full" release of it.

thank you for the vote, this help is very appreciated!
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Mel E
 
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Post » Sat May 28, 2011 7:25 am

Not much sense in a poll like this, regardless of the outcome. You should just install KotN and UL Gold Coast and patch your mod/s. If you don't own KotN, a thread asking someone if they'd be willing to patch it for you would probably be more useful to you than a poll asking if the random pool of people who see this and actually vote use which mods; that's not really valuable data in this instance. :shrug:
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Farrah Lee
 
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Post » Sat May 28, 2011 7:40 am

Only a small fraction of those who use mods actually read these forums (seriously, it's probably less than 10%), only a small fraction of those are going to read your thread, and only a small fraction of those will bother to answer your poll. As such, as Darkrder said, any statistics you collect are probably worthless. Both mods are very popular. If this is important to you (which it really doesn't have to be; a lot of modders wouldn't care), then you'll just have to go ahead and do the patch. If it's not important, then just note the incompatibility in your Readme and be done with it.
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Tiffany Castillo
 
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Post » Sat May 28, 2011 2:31 pm

well, just a bit of an example; when people run surveys to find out the number of who people who do such-and-so-forth, they don't ask EVERYONE who exists to find out if they do or not, they ask a small number of people, and use those results to base it off the other large numbers of people. Sure results will not be absolutely accurate, but more accurate than an assumption.
By knowing this information I will know where to place and how to place my mod so that it does not conflict with UL or KotN - or atleast not conflict with one or the other.

If I see more people using KotN than UL (which is probably true) then I will know the priority of my patching will require me to make sure it works more with KotN rather than UL, and vise versa. This small little poll will help me know the priority of what should be patched and for what. So far, results are not that bad.

anyways, its not nice to judge ;) thinking this poll is worthless. It may seem worthless to you, but it holds value to my mod - guaranteed.
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Lakyn Ellery
 
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Post » Sat May 28, 2011 8:43 am

What kind of conflict does the mod have with KotN? Perhaps it's possible to solve it easily within your mod without having to create a compatibility patch.
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Ebou Suso
 
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Post » Sat May 28, 2011 5:53 pm

What kind of conflict does the mod have with KotN? Perhaps it's possible to solve it easily within your mod without having to create a compatibility patch.


oh its a real easy fix. No need for a compatibility patch - what I meant by patching is just re-locating.
Apparently the island I put the camp on is an island that is preoccupied by a building that is part of the KotN quest, so, the building winds upcutting the poor camp in half!
So all I have to do, is select the entire camp, and move it to a new location. I was going to make a whole new island, but that causes problems for UL users
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Alyce Argabright
 
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Post » Sat May 28, 2011 6:33 pm

KOTN users may be entirely oblivious to things like this and if they happen across your mod they may simply assume it's broken and remove it without ever telling you. If avoiding scenarios like that is important to you, then avoid the conflict with KOTN and let the UL stuff get dealt with in the natural course of things.

You may want to save yourself additional hassle if you relocate and avoid relocating to the north as it would land you in Castle Seaview :)
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Kahli St Dennis
 
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Post » Sat May 28, 2011 9:37 am

KOTN users may be entirely oblivious to things like this and if they happen across your mod they may simply assume it's broken and remove it without ever telling you. If avoiding scenarios like that is important to you, then avoid the conflict with KOTN and let the UL stuff get dealt with in the natural course of things.

You may want to save yourself additional hassle if you relocate and avoid relocating to the north as it would land you in Castle Seaview :)



well thank you very much :)
I was considering going south anyways, but, this is good information to know to be on the safe side (I do tend to change my mind, could have changed to north) Well thank you very much, I will get on to making a new island soon.
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Mario Alcantar
 
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Post » Sat May 28, 2011 2:17 pm

I remember when KOTN came out, and me and Malchik were annoyed how we suddenly had to use different NPCs for a certain quest because KOTN killed the original vanilla NPCs we had chosen.

That's not according to the modder's etiquette Bethesda! :brokencomputer:
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Matt Terry
 
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Post » Sat May 28, 2011 11:41 pm

...love the ULs, and will probably enjoy knights too (whenever I get around to playing it...)
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yermom
 
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Post » Sat May 28, 2011 8:44 am

well I do not use UL and I do not own - nor plan on owning - KotN and have never even played it really. There were bits of information I heard here and there that turned me away from spending another 800 Microsoft points (that's about $10) and seeing as how I do not have the game of the year edition of Oblivion, I would still have to spend a bit of money for a quest line that I have heard is rather not that intresting and the special items you get at the end get taken away if you do something bad.
I find mods on the Nexus - for free, I might add - that sound and look more fun.

anyways, that is all I have to say about that. I tried patching it, but apparently the construction set doesn't like it when you copy + paste a lot of objects at once and wound up crashing on me :P
guess I will do it the slow way and move each piece individualy or maybe a few pieces at a time.

but, thanks everyone so far for the votes :) and for those who haven't done this: Thanks for not telling me this poll is worthless.
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daniel royle
 
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Post » Sat May 28, 2011 2:49 pm

anyways, that is all I have to say about that. I tried patching it, but apparently the construction set doesn't like it when you copy + paste a lot of objects at once and wound up crashing on me :P
guess I will do it the slow way and move each piece individualy or maybe a few pieces at a time.


This depends mostly on how much free memory your PC has (up to the 2gb limit since the CS is a 32-bit program). But there is indeed a limit on how many items can be copied at once. You should be able to work with a fairly large number before crashing though - most cities can be copied in their entirety in one go, but Skingrad required me to copy it in two sessions (when I created Open Better Cities, so I was copying the BC-edited versions of the cities, not the vanilla cities which are so empty).
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Bambi
 
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Post » Sat May 28, 2011 12:08 pm

well it is not big deal. The CS has never seemed like a very stable program, there have been many times I just have random crashes for no reason. And I have plenty of memory for it to run - so that is not the problem. It doesn't matter, after a second go at it, it decided to work...until I started applying landscape textures to my new island, then it decided to randomly crash again. :shrug:
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Shianne Donato
 
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