Suggestions To Modders

1>  I see most of us are already putting prefixes on our Mod files. Let's continue that trend. 

2>  I also put prefixes on the internal names of my mods to make sure there is no conflict with Core or other mods. Some of you are already doing that as well.

3> Most of our mods will have dependencies with other mods.  For example, new items might have new tech items required for them.  There needs to be a way to show dependencies between separate files.  For example, Gnilbert has lots of cool stuff, but some of his stuff I don't want to use because either it is too close to something I'm already doing or would conflict with mine.  It would be nice to be able to easily spot dependencies.  (i.e. I want his focus staffs, but what other files do I need for them to work?)  Should we perhaps use a suffix on the file names?  Group together all items with dependencies in the same files?  Or just put comments in the files?  I'm open to suggestions.  I suspect that none of these solutions will always be the best.  It might need to be on a individual basis as to which is best.

4> I know in some cases we like stuff broken out into individual files.  In other cases, where lots of files are involved, it might be better to combine more.  Especially when we're building huge mods  or pulling lots of individual mods.  Might be a good idea to keep this in mind as we go forward.

 

I'm sure others will thing of some things I haven't so pipe in.

 

3,496 views 7 replies
Reply #1 Top

Good advice, I'll keep it in mind.

I'd like to add one.

If you're posting code that you've gotten from a core file, whether you've edited it or not, it's extremely helpful to the community to mention where you found that code.

Reply #2 Top

It is also good if someone is using someone else's code to add credits to it, just so that if there are bugs we can always refer to the originator..

 

example:


<Spells>
  <!-- Based on mod written by Gnilbert -->
  <!-- version 0.7 -->
  <!-- Modified by TheProfitClub -->
  <DataChecksum NoParse="1">
        <Ignore>DisplayName,Description,IconFG,IconBG,IconColor,SoundFX,ParticleEffect,EffectScale</Ignore>
        <Translate>DisplayName,Description</Translate>
    </DataChecksum>

 

 

Reply #3 Top

IHMO it's better to give credit in intro texts to the mod and such. A very small minority will actually go looking for stuff like that in the mods.

And if someone takes a mod and changes it, then that person is responsible for it working. Not the original modder.

Reply #4 Top

I agree with the OP, although Im more up for proper documentation inside the .xml files. Good programming style anyone? xP

I think that would help a great deal, of course it involves some extra effort to document all what you`ve done.

Oh and yeah, credits do belong in the intro texts, at least in my opinion.

Reply #5 Top

Quoting Heavenfall, reply 3
IHMO it's better to give credit in intro texts to the mod and such. A very small minority will actually go looking for stuff like that in the mods.

And if someone takes a mod and changes it, then that person is responsible for it working. Not the original modder.
End of Heavenfall's quote

But on the other hand, it's nice to give credit to those who did the original work.

Reply #6 Top

On the other hand? What part of my post made you think it was bad giving due credit? :')

Reply #7 Top

Didn't say that.  Just said giving credit in the source is good.