Difference between revisions of "Understanding Mod Conflict Reports"
Jump to navigation
Jump to search
Understanding Mod Conflict Reports (edit)
Revision as of 12:24, 27 September 2006
, 12:24, 27 September 2006→Enter "module encapsulation"
imported>Dev akm |
imported>Motub |
||
Line 122: | Line 122: | ||
=== Enter "module encapsulation" === | === Enter "module encapsulation" === | ||
What | Module encapsulation is the very heart of the base Oblivion game's relationship to add-on modules (official as well as third-party). What it means is that mods cannot (are strictly not allowed to) share information with each other the way they could in Morrowind. Period. In Oblivion, if a mod wants to use a resource, that resource must be included in that mod's *.esp or *.esm. Period. If two mods want to change the same setting, the first will change it its way when it loads, then the second will change it its way (again) when ''it'' loads, because each mod's settings are separate, unique, and individual entities, like snowflakes, and Oblivion will load each mod in a series of discrete changes occurring in a logical, consecutive sequence, not a cumulative blooming of a coherent whole. OB never sees the snowy landscape that results from each of those snowflakes falling, just each snowflake, out of context with all the others. In fact, the other mod 'snowflakes' don't exist for the engine-- each mod is 'encapsulated', a tiny independent bubble of information, existing in a void, its only connection being to Oblivion.esm. | ||
=== False Positives === | === False Positives === |