Difference between revisions of "Category:About Modding Etiquette"

2,688 bytes removed ,  21:11, 24 February 2009
Release stuff moved to Modding Etiquette.
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imported>Wrye
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* Avoid using [[PlaceAtMe]] to create new copies of an object when you could simply use [[MoveTo]] on an existing object. Apparently, placed items are never deleted from the world and if used enough can cause savegame size to expand significantly. (E.g., earlier versions of Harvest Flora had this problem.)
* Avoid using [[PlaceAtMe]] to create new copies of an object when you could simply use [[MoveTo]] on an existing object. Apparently, placed items are never deleted from the world and if used enough can cause savegame size to expand significantly. (E.g., earlier versions of Harvest Flora had this problem.)
== Releasing ==
* Include a detailed '''Readme''' file along with your mod. A good readme provides a description of the mod's features, any potential bugs or technical issues, a list of changes made to existing objects, possible sources of conflict with other mods, and some information on how to contact you in the event that a user encounters a problem with your plugin. Creating the readme as a plain text file (such as one written in Notepad) ensures that everyone will be able to read it. And to avoid overwriting another mod's readme, give it a unique name, such as "YourModName - Readme!"
** Here's a sample [http://www.tessource.net/files/file.php?id=4793 readme template] (modder's resource) that includes instructions for how to best deal with ArchiveInvalidation problems. 
** You can also use the [http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Readme Generator] to quickly build a custom-tailored and professional-looking text file with very little effort.
** Alternatively, [http://wrye.ufrealms.net/#WryeBash Wrye Bash] (0.42 or later) has readme templates and [http://wrye.ufrealms.net/Wrye%20Bash.html#WikiTextFormat wikitext to html conversion] built in.
*Flag an unfinished mod as alpha or beta release. Unfinished mod include those that have known bugs you weren't able to fix yet as well as mods with missing or awkwardly substituted stuff (for example a pants-icon as placeholder-icon for a new skirt model)
*Make your release OMOD-ready by including OMOD conversion data for [[Oblivion Mod Manager]]. This avoids the need to release a separate OMOD version while still giving users an easier way to create their own OMOD. In an OMOD-ready archive, all the "omod conversion data" is pregenerated and included as a separate directory, including readme, install scripts (if any), screenshot, etc. This way, when the user goes to create an OMOD from the extracted download, OBMM finds that directory and asks if the user wants to import the conversion data. This prefills all the data fields, etc., for the OMOD.<br><br>You should probably include a very brief ''OMOD_or_Manual_Install.txt'' file explaining the steps. Feel free to use any of the files included in this [http://devnull.devakm.googlepages.com/BTSRNormalMapsReduced.7z small mod package] as a guideline  (I'll post a separate modder's resource version as soon as possible).<br><br>The best thing about this approach is that it works just as well for users who like OMODs and those who don't (the only difference is the one extra directory in the archive).<br><br>To do this, simply create an OMOD in OBMM and then export it (right-click the OMOD and select ''Convert to archive'').


[[Category:Getting Started]]
[[Category:Getting Started]]
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