Difference between revisions of "De-Isolation Tutorial"

No change in size ,  19:02, 17 July 2007
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But this isn't always a good idea. Consider these scenarios:
But this isn't always a good idea. Consider these scenarios:


# What if you have one large mod and want to offer several optional tweaks to various aspects of the main mod? Maybe it isn't a problem to have several versions on the first release, but how quickly are you going to get tired of repeating this process each time you update the main mod? Maybe you actually need the optional tweaks to be kept in separate add-on files?
* What if you have one large mod and want to offer several optional tweaks to various aspects of the main mod? Maybe it isn't a problem to have several versions on the first release, but how quickly are you going to get tired of repeating this process each time you update the main mod? Maybe you actually need the optional tweaks to be kept in separate add-on files?


# What if you want to make tweaks to someone else's mod and you want to avoid having your changes wiped out by the next release of that plugin?  
* What if you want to make tweaks to someone else's mod and you want to avoid having your changes wiped out by the next release of that plugin?  


# What if you want to use something from one of the official DLC mods? Distributing your altered version of an official plugin isn't a great idea, creating a binary patch (binpatch) for it is very cumbersome and prone to errors, and it's very likely that someone else may have the same idea (rendering your mods mutually exclusive).
* What if you want to use something from one of the official DLC mods? Distributing your altered version of an official plugin isn't a great idea, creating a binary patch (binpatch) for it is very cumbersome and prone to errors, and it's very likely that someone else may have the same idea (rendering your mods mutually exclusive).


Mods based on Oblivion.esm don't have this problem because it's a '''master''' file (ESM). Multiple add-on plugins (ESPs) can alter it at the same time without any problems. Unfortunately, TESCS doesn't let you use plugins as masters, even though the game engine actually doesn't mind at all.
Mods based on Oblivion.esm don't have this problem because it's a '''master''' file (ESM). Multiple add-on plugins (ESPs) can alter it at the same time without any problems. Unfortunately, TESCS doesn't let you use plugins as masters, even though the game engine actually doesn't mind at all.
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