Difference between revisions of "Mod Cleaning Tutorial"
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The problem with dirty mods arises from the fact that Oblivion allows the player to use more than one mod at a time. One mod may add a building to a city. Another mod may create an NPC or move an NPC from one location to another. A player can download and install a great number of mods as you probably know. But what if two or more mods attempt to make a change to the exact same object? Which mod wins? The answer is the last mod loaded by the game. | The problem with dirty mods arises from the fact that Oblivion allows the player to use more than one mod at a time. One mod may add a building to a city. Another mod may create an NPC or move an NPC from one location to another. A player can download and install a great number of mods as you probably know. But what if two or more mods attempt to make a change to the exact same object? Which mod wins? The answer is the last mod loaded by the game. | ||
Let's say in the process of creating your mod you accidentally move an NPC. Wanting to be a responsible modder you promptly move the NPC right back to where they were. Maybe you put the NPC back in its exact same spot - and maybe not. But you figure the NPC is close enough. Thinking nothing more of it you save your mod. Here is where dirty mods are born. When you saved your mod the CS also recorded the fact that you moved | Let's say in the process of creating your mod you accidentally move an NPC. Wanting to be a responsible modder you promptly move the NPC right back to where they were. Maybe you put the NPC back in its exact same spot - and maybe not. But you figure the NPC is close enough. Thinking nothing more of it you save your mod. Here is where dirty mods are born. When you saved your mod the CS also recorded the fact that you moved the NPC. The NPC might be in the exact same spot you found it. Still, when your mod is loaded Oblivion is going to read and act on the instructions you gave it, and the NPC will be moved to the precise location you specified - even though it was an accident. A person playing your mod could have another mod that loads before yours which moves the NPC in question to a new and specific location in Cyrodiil. The new location of this NPC may be a critical feature of this other mod. Still, when Oblivion gets to your mod in the load order the NPC will be moved to the exact spot your mod specified. Even though you didn't intend any changes to the NPC, your accidental "nudge" broke a mod someone else created. This is called a mod conflict. And fixing these types of "mistakes" is what Mod Cleaning is all about. | ||
A dirty mod is any mod in which you, the modder, accidentally touched something in stock Oblivion that you didn't mean to. Many times, you might not have even noticed. Perhaps you were just looking at a dungeon and accidentally nudged a rock out of place. Or maybe you were browsing through the quest editor one day poking check-boxes to see how things worked, then forgot all about it and saved your mod anyway. Or maybe you made the classic mistake of doing a "Recompile All" in the script editor, and suddenly your mod just grew by 2MB and you now have a copy of every script in the game. | A dirty mod is any mod in which you, the modder, accidentally touched something in stock Oblivion that you didn't mean to. Many times, you might not have even noticed. Perhaps you were just looking at a dungeon and accidentally nudged a rock out of place. Or maybe you were browsing through the quest editor one day poking check-boxes to see how things worked, then forgot all about it and saved your mod anyway. Or maybe you made the classic mistake of doing a "Recompile All" in the script editor, and suddenly your mod just grew by 2MB and you now have a copy of every script in the game. |