Re: How to Integrate Variant MeatsIt's gonna put a burden on your cooking scripts to have multiple cuts of meat from various animals when it comes time to figure out if the player's carrying everything needed for a recipe. It's bad enough having two different sizes of eggs, and four different mushrooms (mushroom soup was a mess to code). But at least they were interchangeable. Resolving the conflict by saying THIS meat is racer briast and THAT meat is racer thigh strains the credibility of the recipes, since that's basically a difference which makes no difference. To be honest, I haven't got any sure-fire ideas on how to resolve it. This isn't just an issue with MC and TR, either. I expect we're going to see quite a few mods with overlapping ingredients, and there's just no simple way to resolve it.
[ . . . ]
The most reasonable solution would be one where the reagent is picked which causes the least disruption to the community. Items with custom meshes and textures should take precedence over items with generic artwork, but in cases where both ingredients have custom art, it simply boils down to: "Which one is easier to replace?" Quite frankly, since the racer briast in TR isn't actually used in any scripts (at least not that I've detected yet) there's nothing which relies on those objects having a specific ID. So it would be less disruptive to replace them. Unfortunately, that may require issuing a new patch each time the TR team releases a map unless they decide to accept the NoM_data.esm as a standard and start using those items in their building projects.
Honestly, I am not so concerned with maintaining strict functional difference. Sure, if we use this method, the difference between the meat cuts would be, as you point out, a superficial difference, and it would put a little extra burden on is to implement equivalents in our scripts.
But, like the mushroom types and kwama eggs, it's that intangible personality thing. The older I've gotten, the more I've come to realize that, in games as in life, silly little things often make an impact, in terms of enjoyability, disproportionate to their actual function. Even if we can rationally explain variants away as duplicative, they still may add an immersive element.
The limiting principle to that is that, of course, there's a balance, and too much is still too much. But if done right and with the proper restraint, I don't see this solution as necessarily bad. We won't likely want to incorporate *all* variants of all ingredients in each case (quality matters, for example), but I still think it's an option on the table we that could resolve the quandary in a technically-viable and minimally-abrasive way.
(On the technical side of it -- as far as I've seen with NoM scripts that deal with equivalents -- well, that was what I was alright prepared to do when I decided I would contribute to revising it.)
I don't imagine it would be safe to call anything a sure-fire solution -- everything will involve discretion -- but I don't think it will be so bad. First, we're working openly and inclusively here, and I know at least I am willing to take on a bit of extra burden to work out ways of coming up with workable compromises where choices necessarily involve discretion. That's no panacea, but if we run things right we can avoid or patch up a lot of problems.
Second, though, many of the choices really aren't as difficult or wild and woolly as they might seem at the abstract level we've been discussing them at. As I have said earlier and you have said here, there is no need to even be concerned with object definitions by other modders that do not use custom artwork (it's labor we're respecting here, not mere claims upon this or that object definition). Thus, to go back to the cliff racer meat example, this effectively leaves us with TR's and MC's. That's it. Kagouti meat? Same. Guar meat? Same. Alit meat? In that case, I don't believe you made one for MC, so that leaves only TR for Alit meat.
In fact, in most cases, we have one or two viable choices, the rest being casual reuses of Bethesda's stock art that are best addressed by Wrye Mash replacers.
Working in Parallel with the TR Team and/or Integration[ . . . ] while there's nothing that says they should HAVE to care about what items have already been introduced via other mods, it's pretty obvious that the TR team doesn't. That means the next time a map section is released, and possibly each time after that, someone (most likely you, Gluby) will have to go back and try to resolve a new conflict as they add several private versions of various ingredients that are already in use by someone else.
[ . . . ] unless they decide to accept the NoM_data.esm as a standard and start using those items in their building projects.
I'm guessing that's unlikely. Call me cynical, but I just don't see it happening. They've shown an indifference to other mods bordering on arrogance. Perhaps they have their reasons, and as I said earlier, there's nothing that says they HAVE to care about what items have already been introduced. But there's nothing that says they CAN'T make an effort to support compatibility either. So far, they haven't shown much interest in it that I can see.
Re TR stuff... I think TR have a policy of not requiring anything "extra" (ie no chance of dependency on a NoM esm)?? In any case, I really think it's best to leave TR alone entirely with the base version, and just make a TR patch. I'd like to see more integration with MC, myself - after all, Toccatta is here and contributing, and it's a major mod that affects the same type of things, and above all it's stable and not (AFAIK?) likely to ruin compatibility with an update anytime soon.
[ . . . Later post . . . ]
To be clear: I'm not saying there shouldn't be a TR patch, I'm just saying I don't think that basic design decisions and such should be influcenced too much by TR compatibility issues because it's very unlikely that the TR team would cooperate in fixing them, and updates could mess it all up. So making it part of the base mod isn't really a good idea IMO. A patch is easier to update and change.
Hmm... I can see what you guys are saying.
Here's my take on it. Overall, given the fundamental and pervasive nature of both mods (both of which, whatever the case, are de facto standards), I think we are more likely to see conscious collaboration from the TR team than might other projects. But, even if the TR Team chooses not to work directly or indirectly with us to make the projects specifically cooperative and compatible, that fact also means that we need to deal with it one way or another, and just excluding or categorically overriding TR resources where they conflict would, to me, be a bit aggressive.
I see what you mean, Melian, but to effectively put it off for a later patch seems like it would effectively turn us inward on the project, avoiding resolution of a key and fundamental problem (the resolution of which is a prime motivation for the revision of NoM), when the whole goal is to rebuild it from the ground up as a broader thing that can serve as a workable community standard and resource.
But, that said, even that may not be so much of a concern. Fortunately, even in a poor scenario in which our project team and the TR team only enjoy an icy mutual tolerance (which I don't think needs to or is likely to be the case), I don't think we really need to choose between TR mutual compatibility or not. I think we can work quite well under the assumption that NoM would be applied on top of TR, just as with many other mods, and that we don't need to expect them to integrate/incorporate our work here.
Further, I am not quite sure how much at risk of future incompatibilities we are, given the scope of what we're talking about. Basically, so far, we're discussing integrating object definitions and their inclusion in relevant leveled lists for TR food-ingredient, creature-part ingredients and (possibly) alcohols into our data ESM. So far, that's it -- no other data will come from TR, and none will be placed in non-stock regions (TR regional placements are properly the province of a NoM extension mod for TR). That's fairly narrow.
(And remember, at minimum, the original proposal is to include object definitions and an unreachable interior with one ref for each ingredient from other mods, making it so that NoM scripts *could* recognize those mods' ingredients if they happen to come into the game, even if NoM itself doesn't introduce them anywhere into actual play. I am just thinking we could find a better solution than mere passive recognition for quality additions by a de-facto-standard mod that use new art.)
But whatever potential impact there is from future TR object definition updates, it's true, that's something we (those currently involved in the project or whoever has taken ownership of the mod if we are retired/absent from it) will have to deal with.
But so far we've been pretty abstract about this all -- is there some specific area you are thinking of that will prove particularly problematic this way?
[ . . . ] I do think some various major projects should be taken into account as well.
[1] In regards to MC, we need to work really hard to make these work wonderfully together, especially (as mentioned), having Tocatta here and available to help make this possible with much more ease.
[2] I think TR should also be a consideration, though, as Ref Replacers (to my knowledge) do not work on ESM files (though I could be wrong). [ . . . ] In the terms of projects like NoM and TR that move for such drastic changes, it would be better to see more inward working between the projects to help this along. As this may or may not be the case, depending on how going about asking their team would go, would mean a large portion of this effort would lie on us and if we want NoM to work with that mod.
I agree here on overall policy. We're dealing first and foremost with making an engaging, immersive and eminently-usable addendum to a game, for player use, and that requires us to be very conscious of other major and pervasive mods. Again, TR is a standard now, and, perhaps, should be assumed as such for the future of MW modding -- as is, to a comparable extent, NoM. Even if we fail to secure a working relationship with explicit cooperation with the TR team, it seems appropriate to me that it would fall more to us to accommodate TR than the reverse, given the comparative scopes and intensity of the two projects.
On that note, though, I should say that I am very glad to have you helping out, advising and working with us here, Toccatta, and am committed to maintaining and building upon the mutual viability of NoM and your work. I think all here agree that your work, made specifically for NoM compatibility and use, should enjoy a high priority where a choice must be made between competing works for the same function/niche/object. And it will. So, as circumspect as I try to remain here, I just wanted to make sure that clear.
[3][ . . . ] I am all for modders taking up the stead on their own as they have in the past - this why it will be essential to release the proper resources with this as has been done in the past to further facilitate this matter. [ . . . ] [U]pdating Inns on the TR landmass and adding in some support for special ingredients over there, or a patch to throw our items into some of their leveled lists, would be of a great help to many players and widely appreciated and accepted (though this will put more on us to maintain this as TR makes future releases, or to the community at large by giving an open EULA with the patch ESP so anyone is allowed to update it).
[ . . . Later post . . . ]
I agree, though possibly include some resources in the base file I do not have issues with either (especially since I believe TR already gave the go ahead for this to Gluby). Some of them could be nice additions to the world, possibly, though I would imagine so more detailed looking into these items should be done and a consensus drawn upon what goes in and what is handled by a patch.
Definitely, a big priority goes to extensibility and ease of incorporation of NoM elements into mods.
Our putative license stands very clearly open, with incorporation into other mods and adaptation being highly encouraged, so that should be no problem. (This has also been something I've been meaning to ask you, Toccatta -- how do you feel about this? Assuming we proceed as discussed, a lot of your and Drac's work would be used and incorporated, and your permissions have some restrictions based on use and purpose. Assuming we proceed, would you be willing to open up license on them to maintain openness of the project, or would you prefer to retain your restrictions on usage of those resources?)
Re: Concern About OvercomplexityWhile I see a need for some complexity to bring realism to game play, I kind of wonder just how complex we really need it to be. There are no doubt hundreds of mods floating around that could conceivably have conflicts with NoM... I really dont see how we could accomodate them all.
Perhaps I am oversimplifying in my mind about the scope of the project, but what exactly are you talking about? Gameworld location refs? As far as I am concerned, NoM has a sort of recognized claim to the areas it has built substantially in, and, while enjoying the status of an important and pervasive mod, still needs to balance further usages with respect for other mods. (Balancing meaning we accommodate here, but build the bypass over Arthur's house there.) But, I think, this will not be so much of a problem, as I think consensus seems to be that we want to leave an equal or lesser gameworld footprint than we have in NoM 2.x.
There's another consideration here as well that may not be a popular subject, but I'll give it a try anyway. Many mods have been patched to get rid of conflicts with NoM... [ . . . ] but [ . . . ] if one has a mod and wants it to be adaptable to entertaining and realism adding components like NoM, then it's at least in part up to them to make patches and what changes are needed from their mods perspective.
Anyway, the secondary point is that the simpler NoM's scripting is, the simpler such patches are for other modders. If NoM is so complicated that nobody wants to attempt to make apatch, then NoM patches won't get made. [ . . . ]
Agreed in principle. But I'm not quite sure which area you're addressing. Much of what we are discussing means lessening complexity and increasing opportunity for spontaneous compatibility (though a contra tendency has been the concern expressed by several participants in the thread to keep the configurability -- that would be the main area that would increase complexity -- if the cost/benefit balance comes out favorably).
I'm probably missing your point, though -- what area are you specifically addressing?