Difference between revisions of "Understanding Mod Conflict Reports"
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Understanding Mod Conflict Reports (edit)
Revision as of 11:01, 27 September 2006
, 11:01, 27 September 2006→(Addendum) Why, why, why???! Believe it or not, the Conflict Detector isn't broken; it's ''supposed'' to work this way
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It was convenient for modders, and often for users, but it just as often led to hard, irresolveable conflicts between mods, corrupted saves, and ''massive'' instability (and Morrowind wasn't all that stable to run in the first place; a stray breath could knock down your whole house of cards with that game, frankly. Loveable as it was and still is, stability was not one of its strong points). | It was convenient for modders, and often for users, but it just as often led to hard, irresolveable conflicts between mods, corrupted saves, and ''massive'' instability (and Morrowind wasn't all that stable to run in the first place; a stray breath could knock down your whole house of cards with that game, frankly. Loveable as it was and still is, stability was not one of its strong points). | ||
So in designing | So in designing Oblivion, and likely expecting a similar or even more expansive mod explosion than that which Morrowind still enjoys, Job 1 was clearly to ensure that mods would not increase the instability of a game that was already teetering on the brink, due to its heavy resource use. | ||