"Conceptually" Incompatible mods
#1 -mouser9169-
Posted 11 May 2011 - 07:54 PM
Why does it prohibit loading mods that are only "conceptually" incompatible? Case in point: the two Branwen mods. As long as the mod makers used different internal names for the character (and I'm pretty sure they did), there is nothing to prevent those two mods from playing together nicely. So what if there are two people named Branwen in the world? I know more than one person named James in RL.
As it is, without editing the batch file (which is what I did - I'm used to it anyway for selecting options), you CANNOT install both. The setup simply will not continue until you choose a mod not to install. That means someone who wants to play through both mods would have to do a complete megamod re-install, just for one small NPC mod.
I understand putting a warning in, and then let the player say they want to continue. I'd also understand if they were "technically" incompatible mods, which the two Nalia romance mods probably are (not really sure) since they both modify they same dialog.
As a workaround to anyone bothered by this other than me (there's a thread with TDD and RoT - basically the same issue from what I can tell), the setup program still runs the batch file the way it always has, so you can go in and just delete those checks in the beginning, then delete the variable check in the mod call line in the install part.
#2
Posted 11 May 2011 - 08:03 PM
#3
Posted 11 May 2011 - 11:45 PM
As far as working around Big World, you can always download and install every mod individually, which is actually the method I use. However, it also means I do a lot of re-installs when my sequence causes glitches
Contributor~MOD in progress Valiant's City MOD
#4
Posted 12 May 2011 - 12:15 AM
The problem I would see in your Branwen mod scenario is with BGT or BGTuTu, not sure which installs in Big World, though I think it is BGT. BGT or more specifically BG1 reserves file parameters for Branwen that effect the whole game, whether she is in BG2 or not, the death variable and dialogue files are set for THAT Branwen, most BG1 NPC Mods have a small assumption of BGT or TuTu, to continue the character in BG2 more seamlessly. The problems here are most evident in Imoen mods, where the vast differences in character from 1 and 2 are more prominent, and make the modding more difficult. I think the conceptual compatibility issue is also mostly used for example the Mod that shortens Spellhold and one that makes it longer would be altering the same files, and the concepts of them would more then likely create a freeze.
As far as working around Big World, you can always download and install every mod individually, which is actually the method I use. However, it also means I do a lot of re-installs when my sequence causes glitches
If they are altering the same files in a way that they conflict (one overwriting the other, as an example), then that is a technical incompatibility.
As long as NPC mods use different death variables and dialogues (and probably a few other things), then it shouldn't matter what name appears on screen, they are different NPC's as far as the game engine is concerned. Many mod makers prefix all their variables for exactly that reason (SUFINCH rather than FINCH).
Maybe conceptually is the wrong word, but it's the one the files used, so I went with it. Maybe it's roleplay incompatibility. Personally, it doesn't bother me to have a Branwen in the docks and another one somewhere else, or meeting Drizzt several times in my journey.
#5
Posted 12 May 2011 - 03:17 PM
It's a real killer and it's like the game screams at you, "YOU ARE PLAYING A MOD THAT HAS ALTERED YOUR BALDURS GATE EXPERIENCE!"
Edited by smeagolheart, 12 May 2011 - 03:22 PM.
#6
Posted 12 May 2011 - 05:23 PM
I don't like to meet two Branwens that both profess to have known me on some adventures around baldur's gate in the past and both of the ladies look alike and are clerics.
It's a real killer and it's like the game screams at you, "YOU ARE PLAYING A MOD THAT HAS ALTERED YOUR BALDURS GATE EXPERIENCE!"
So don't install them both
That's much easier than forcing people who do want both to do a manual batch file edit.
Especially on an eXpert install. I think the best "solution" would be to have the game throw up the warnings, then give you the choice of installing one or the other, as it does now, or a choice to install them both.
#7
Posted 14 May 2011 - 07:01 AM
Most of them just don't have the inclination, nor the technical know-how, to delve deeper into the game mechanics, to understand which of the two identical NPCs sitting idle side by side is the one coming from mod A, and not mod B, or in which particular circumstances these NPCs will work together without generating issues.
To be honest, I think this request is a bit of a nitpick, and I really like how BWS is set up right now. If you really intend to play with two Branwen, or Imoen, or Nalia, you have the option to tweak the corresponding setup files at your leisure.
Please let's not make the modding business any more difficult than it already is for the huge majority of players. On the contrary, let's help them to enjoy the game as much as we could, and that goes by introducing them to it, STEP by STEP
Edited by Karmapowered, 14 May 2011 - 07:02 AM.
#8
Posted 18 May 2011 - 07:42 PM
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