Category:About Modding Etiquette
Revision as of 20:11, 24 February 2009 by imported>Wrye (Release stuff moved to Modding Etiquette.)
Design
- Keep game balance in mind when creating mods. Making an item that would normally need recharging use no charges or creating super spells with little or no magicka cost will severely alter the balance of game play.
Compatibility
- Don't alter objects that exist in Oblivion.esm unless your mod is specifically designed to alter them. Examples of bad alterations include changing the contents of a chest, the destination of a load door, the properties of objects, adding a script to an object, or changing a magic effect. Changes like this will affect all instances of that object in the game. To avoid that, copy the existing object with a new ObjectID before making any changes.
- Keep your mod clean. Information on cleaning mods can be found in the Mod Cleaning Tutorial.
- Keep any new dialogue clean. Information on unclean dialogue can be found in the Unclean Dialogue Tutorial.
- Don't create self-centered dialogue that adds topics or greetings to all NPCs in the world, without a means to avoid them. Another modder might want to create a NPC that knows absolutely nothing about current events or doesn't care about them. If you want to add generic topics to all NPCs, add them to the quest "Generic" or make your own quest and test for "GetIsPlayableRace == 1" and "GetInFaction ForgottenOnesFaction == 0".
- Don't click on Recompile All in the Script Edit window of the TES Construction Set. Doing so includes all of the scripts from currently open TES Files in your mod making it bigger in file size and possibly interfering with somebody else's mod.
- Include alterations to Worldspaces in the Summary window of your mod, in the description of the downloadable file, and on the Mod Worldspace Alterations page.
- Avoid making any changes to the Magic Effects menu since your changes could interfere with a new expansion or could conflict with another mod altering the same Magic Effect. Even if that particular Magic Effect seems to be unused, it may have a planned use at a future date.
Bug Avoidance
- Don't alter anything in cell (3,3) in any existing worldspace. Due to an engine bug, when the player has a mod with edits to this cell active and the cell is loaded, all markers including the player's marker on the local map will disappear. Removing any edits to (3,3) from your mod will fix the problem. This bug does appear by itself even with no mods active, but (3,3) edits will make it worse.
- If your mod adds a bow weapon, or edits any existing bow, be sure to change the Reach value to something other than zero. The suggested value is one. Otherwise, you will trigger a very nasty bug for a small percentage of users where equipping the bow doesn't just crash Oblivion, but can result in a Blue Screen Of Death or a reboot of the PC, depending on their system settings.
- See Troubleshooting for more bugs and other tips.
Efficiency
- Don't unnecessarily make references persist. Persistent objects are always loaded in memory.
- Check "No Low Level Processing" for actors (creatures or NPCs, even dead/disabled ones) that are never intended to leave a given cell. Low level processing causes their scripts and AI to run once every 5 (?) seconds or so, even if PC is not near.
- Do NOT check Quest Item unless necessary. Scripts for Quest Item objects run every frame of the game even if PC is nowhere near. If quest item status is necessary, then it's best to turn it on and off using scripts as required.
- Keep your scripting as efficient as possible. Scripts can very rapidly add up and kill performance if too many are running at once - ensure that your scripts are only running when they need to be. Avoid Global Scripts as much as possible.
- Avoid using GameMode blocks if possible. (E.g., if you can use an OnLoad block instead, do so.)
- If all the script does is enable/disable, consider enabling/disabling from an external script, or if there is a group of related references, assign them all to a single parent reference and enable/disable the parent reference through a script.
- Use quick exits from GameMode block scripts when possible. I.e., rather than letting the script fall through several lengthy If statements, instead do a single test at the top to see if rest of script should be skipped, and if so, return.
- When initializing the state of multiple objects (e.g., setting three actor references to attack player under a certain condition), use a single script on one object which sets all, rather than scripting each of them separately.
Pages in category "About Modding Etiquette"
The following 3 pages are in this category, out of 3 total.