Difference between revisions of "Category:About Modding Etiquette"

Don't change vanilla objects
imported>Dev akm
imported>Scruggs
(Don't change vanilla objects)
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*Keep any new dialogue clean.  Information on unclean dialogue can be found in the [[Unclean Dialogue|Unclean Dialogue Tutorial]].
*Keep any new dialogue clean.  Information on unclean dialogue can be found in the [[Unclean Dialogue|Unclean Dialogue Tutorial]].
*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, or adding a script to an object. 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.


*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 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'''".
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