Mals TTW mods release

Mod releases and conversions for Current versions of TTW
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Risewild
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Re: Mals TTW mods release

Post by Risewild » Thu Aug 22, 2019 4:35 pm

In here, you can only redistribute someone's else plugins/assets if you get permission from the author. So you did the right thing about contacting Chucksteel.
If you get his permission for sharing his plugin (that you edited), feel free to post it. :) Otherwise, you will have to make a patch and share that instead.
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Nomumbra
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Re: Mals TTW mods release

Post by Nomumbra » Thu Aug 22, 2019 9:58 pm

Yeah, I was pretty sure that was the correct thing to do and If Chucksteel gives permission I will upload the patch file.

In the meantime I've posted instructions for the edit in the mod page description for anyone who wants to make the changes themselves right now instead of waiting. The edits are quick and real simple if you have even basic knowledge using FNVEdit.

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IAreBob
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Re: Mals TTW mods release

Post by IAreBob » Fri Aug 23, 2019 4:40 pm

Just out of curiosity, why is it that overrides won't work for deleting the edits from TTW Int? Unless I'm missing something, that's extremely easy to have in your plugin as it just requires TTW Int as a master to delete the references.

Note that I'm not demanding/requesting anything, I'm just curious. Authors are entirely free to include/not include compatibility edits.

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Nomumbra
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Re: Mals TTW mods release

Post by Nomumbra » Fri Aug 23, 2019 8:49 pm

Who said overrides wouldn't work?

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IAreBob
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Re: Mals TTW mods release

Post by IAreBob » Sat Aug 24, 2019 1:29 am

I thought you were implying it with your long post from the last page. My fault.

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jlf65
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Re: Mals TTW mods release

Post by jlf65 » Sat Aug 24, 2019 1:48 pm

Nomumbra wrote:
Fri Aug 23, 2019 8:49 pm
Who said overrides wouldn't work?
You said it was easier to make changes to the esm. While that is technically true, it's just as easy for an experienced modder to copy the entry as an override into a new esp and set the DELETED flag. And now you have deleted the entries without needing an altered esm, and hence no longer need to bug chucksteel about permission to distribute a new altered esm.

Nomumbra
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Re: Mals TTW mods release

Post by Nomumbra » Sat Aug 24, 2019 5:19 pm

Yes, I am aware how overrides work. As for what an experienced modder would do I'm gonna have to disagree with you.

If I used these mods together in my mod list and I wanted to get them to play nice, I would make the 6 edits I outline using FNVEdit. Instead you suggest making hundreds or thousands of additional edits to one of the mods only to delete out edits from the other and adding a plugin. Seems a backassward way to solve the issue. However, if someone wants to make that patch you can upload it with my blessing and get all kinds of free internet points.

Heavens forbid I 'bug' Chucksteel. I mean him releasing his edits to the ranger compound included as part of his most established mod, rather than a seperate mod under its own merits to compete fairly, certainly isn't a bother to me. I guess what your saying is his time is more valuable than mine? I don't understand your reasoning in not asking him. If he wants to release a mod that is as pervasive as his mod is, then he may be 'bothered' occasionally.

He's under no obligation to respond or do anyting about my issues. Look, the only one getting hurt by my stance is me cause his is the more popular mod and many will chose to use his mod over mine if they can't or don't want to make some edits themselves. Believe me when I say the loss of those free internet points is devastating, but I think I'll be allright.

vormung
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Re: Mals TTW mods release

Post by vormung » Sat Aug 24, 2019 7:07 pm

Nomumbra wrote:
Sat Aug 24, 2019 5:19 pm
Instead you suggest making hundreds or thousands of additional edits to one of the mods only to delete out edits from the other. Seems a backassward way to solve the issue.
That might sound like a lot, but all of those edits can be done in only a few minutes (I just did it myself) as almost every single entry (except for some of the first few) can be compared to all the others in the same cell. So you simply delete one of them, compare it to the rest, then copy the deletion into all the other entries. Then just clean the patch afterwards to change the flags to disabled and you're done.

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Risewild
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Re: Mals TTW mods release

Post by Risewild » Sun Aug 25, 2019 3:59 am

Nomumbra wrote:
Sat Aug 24, 2019 5:19 pm
Heavens forbid I 'bug' Chucksteel. I mean him releasing his edits to the ranger compound included as part of his most established mod, rather than a seperate mod under its own merits to compete fairly, certainly isn't a bother to me. I guess what your saying is his time is more valuable than mine? I don't understand your reasoning in not asking him. If he wants to release a mod that is as pervasive as his mod is, then he may be 'bothered' occasionally.
Chuck is a pretty cool guy, he usually makes patches for Interiors to work with other mods when asked to. He did moved on to Fallout 4, since it allows to have open interiors, which is something he has wanted to do in many years. He returned to update his TTWInteriors mod for TTW 3.x. But I think he then went back to Fallout 4 modding.

Why would Chuck release his mod to compete with others? Chuck isn't the type of person to do stuff like that at all. For years he allowed people to make their own "plugins" for his Interiors mods, he also maintained compatibility patches for other mods when people asked him to. If I remember correctly, both the changes to Reilley's Rangers compound and about him including them in TTWInteriors was because users asked him to. Like I said, he is pretty cool and usually does things when people ask him to. Why not releasing the Reilley's Rangers as a different mod? He initially did it, but them people asked him to make them all one mod because TTW already uses a lot of plugins in the Load Order by default and people asked him to reduce the amount of plugins. Also maintaining several "mods" is harder than maintaining one, so it's less effort for the modder.

You make it sound like he did it with malicious intent, but I have known Chuck for a long time and he is one of the nicest and friendliest modders I have ever met. So please try to refrain the implied accusations that he did it for malicious purposes, when he did it to be nice to the TTW users that asked him to do it.
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jlf65
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Re: Mals TTW mods release

Post by jlf65 » Sun Aug 25, 2019 12:42 pm

I think things are getting a bit off track here. I wasn't implying any insults to anyone. As to chucksteel, I think his mod grew mainly because users demanded it given how popular it was. Heck, I'm using it in TTW right now. I also think he's a busy guy with lots of things to occupy his attention, so I made my suggestions on how to proceed in a "timely" manner with the least hassle to everyone involved.

As to needing to make thousands of edits, that's not the case. When you have an interior behind a door, you don't need to delete the interior, just the door. It may leave an orphaned room, but you can't get to it, so it's only wasting some ram. It would be better if you can get chucksteel to agree to distributing the modified esm, but if he doesn't respond in the next few months, what will you do? Hopefully release a patch mod. I'll make my own in the meantime given the info you posted on your mod page. Thank you for that.

EDIT: Had a look at the entries in FNVEdit - it's a lot of outside stuff, so you're right - it easier to remove it from TTW Interiors than to make an override. Sorry about that. :oops:

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