ST Compatibility (How to maximize its use)
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06-10-2006, 04:38 PM,
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ST Compatibility (How to maximize its use)
Hello All!
Many of us utilize visually enhancing mods (particularly, BTMod is widely used). My question: In developing ST, should we ignore these popular mods? Should we develop our own modifications of menus, maps, etc...? Perhaps it would be beneficial to contact a few of these mod developers and either enlist their assistance or request inclusion of their mod in ST...? My Opinion: These other mods will be used extensively during the lifespan of Oblivion... ST could stand to lose players if we ignore them completely. However, we can not limit our own development because of them. In my opinion, the ST team should create/develop whatever we would like. Then, after we have a more complete product, consider potential conflicts with popular mods (like BTMod) and do our best to address them in updates. Just my opinion. What do you think? Post here for Mod interaction/conflict ideas and proposals. Also: 1- Do you already know a Mod in conflict? <- Post Here. 2- Do you intend to modify either the inventory screens, menus, or maps? <- Post your ideas on how this could impact BTMod or any of the Map coloring mods. (Thanks guys. Been wanting to post an opinion topic for a while. I'm really happy to meet you all and join the team!)
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** Tunester the Bard ** * for fun and love! * **********************************/ |
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06-10-2006, 04:53 PM,
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Good call, Tunester. Personally speaking, few things gladden my heart more than seeing new members get involved in the deeper aspects of the mod. And who knows, maybe embark on the path toward eventual core membership
I don't play with many mods myself. I use a nude patch and Oblivion Cats (I especially love the latter one), and I'm not familiar with the mods you mention. But I've seen a couple of unusual screenshots posted here lately, clearly using customized UI. We should conflict with as few mods as possible in my opinion, and if there are relatively easy solutions to a conflict we can do on our end (even if it's not our fault) we should strive to do that. But if we stick to the ideas of renaming filnames of borrowed assets (and placing them in the ST folders instead of the original ones), naming all IDs to start with "St", and do as little changes to the main game world as possible I think that'll go a long way towards steering clear of conflicts caused by our mod(s).
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-10-2006, 04:54 PM,
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I believe that we should leave the core game as it is in Oblivion vanilla. the only addition we are making is the new area with all of its iincluded content. By leaving the game as it is, including menu systems and such, we allow everyone to be able to to play the game without changing it much. If we start modding things that dont actually have to do with ST, we may loose people who dont want it. And if people want these gameplay changing mods, such as inventory mods, they can install them on their own. We can contact the creators of extremely popular and high use mods, to make sure that there are no conflicts between our mods, but we shouldny add our own "special" modifictions..
at least thats my opinion |
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06-10-2006, 05:00 PM,
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Quote:Originally posted by masbeth Exactly, just add landmass and missions, don't tamper with the out of the box game. Why should we have new UIs and stuff anyway? |
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06-10-2006, 05:02 PM,
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Quote:Originally posted by RazorwingAre you SURE it's the latter? Anyway, if we do do things that might conflict, they could be supplementary mods and not part of the main mod. |
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06-10-2006, 05:12 PM,
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I think we should have an optional pack with game improvements made for our mods. the WZ inventory menu had a inventory menu just like Morrowind, so I think we should optionally include that. I would also like if we made an optional Morrowind style menu "Than I would replaces the Oblivion title music with TES 3 title music which I liked better )
I brang up integrating the mod "Split Infinity" to this mod when its finished. Have any of you heard of that mod? |
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06-10-2006, 05:15 PM,
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Quote:Originally posted by X23"Brought". I think we should use the program they're using to make a huge loot table for items we're adding in our mod, but not use items from the Split Infinity mod itself. |
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06-10-2006, 05:15 PM,
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The naming conventions (STxxx) for our new items, not modding the UI, and generally leaving Oblivion's original content alone will really go a long way toward making ST open and inviting to all players! Not only that, but it encourages each of us to develop unique, interesting ideas in the mod.
EDIT: Optional interface mods are a great idea.
/*************************************
** Tunester the Bard ** * for fun and love! * **********************************/ |
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06-10-2006, 05:23 PM,
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Quote:Originally posted by Axen Thats what I was suggesting how we use it. Tunesters right in that we can't make it incompatible with alot of mods, so an optional pack is good. |
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06-10-2006, 05:29 PM,
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X23 just for those of us who aren't familiar, what is Split Infinity and how could ST use it?
/*************************************
** Tunester the Bard ** * for fun and love! * **********************************/ |
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