Difference between revisions of "Understanding Mod Conflict Reports"

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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 Morrowind, and likely expecting a similar or even more expansive mod explosion such as 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.
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.




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