Post by Admin on Jan 2, 2017 19:14:46 GMT
Note: Ported from the old forum and updated.
1. Use the DLC Mod Compatibility Resource.
Located on the wiki. When developing your DLC mod, please post the relevant data here for your mod as soon as possible. It's not always practical to post immediately, as shit happens and things can change during development, but post as soon as you feel like it's a good idea. That will help prevent multiple modders from using the same mount priority, etc. Please try to make time to do it; it'll literally take no more than 10 minutes.
2. Post your mod's file list.
Releasing EXE's is incredibly convenient for users, and incredibly inconvenient for fellow modders. To do something as simple as finding out what files a mod contains, requires the modder to download and inspect the EXE with a utility such as 7zip -- at minimum. If the modder doesn't know EXEs can be inspected in this manner, then they are forced to actually run the EXE and install the mod -- even if they don't intend to use it. Either way, it's inconvenient and unnecessary.
As an alternative, document this information for other modders. You don't have to go nuts and create a detailed spreadsheet (like in the BO Public folder linked above), but supplying this basic information is an enormous help. There are lots of ways to do this: a pastebin, a Google doc, via the Changelog tab on Nexus, via a special Nexus "Article", and others.
Another option is to upload an alternate, manual version of your mod with only loose files. Nexus allows previewing of zipped file contents, so loose files are visible just by using this feature; no download is needed. You could even keep them in the root of the zipped folder, and not in DLC mod structure, as a deterrent for normal users.
It's totally up to every modder to use the method they are most comfortable with, but please, consider providing this information in an easily-accessible form to your fellow modders!
3. Distribute your mod in the proper format.
Different types of mods warrant different formats. It all depends on the content being modded.
4. Use a mount priority that makes sense.
DLC mods use "mount priority" to control file overrides. A higher number will override any file with the same name below it. It will also override matching conditional, coalesced, and TLK content (among other things).
Choose a priority for your mod that makes sense. If you're releasing a small content mod with few changes it should probably mount lower than large overhauls such as EGM, BackOff, or ThaneMOD. If you're releasing an edit to an existing ending mod (with permission), then the mount for your mod should be above that ending mod, otherwise it will have no effect. If you're releasing an armor mod that affects BioH files, low priority is also a good idea in case any content mods alter the same files.
5. Thoroughly research compatibility.
When releasing any mod, intermod compatibility is always an issue. A large portion of reported "bugs" with your mod will be compatibility issues with other mods. As a mod author, it's your responsibility to understand how compatibility works depending on how you chose to distribute your mod. This means having a clear understanding of certain modding fundamentals in relation to the game.
All that said, it's entirely up to the modder what mods they do/don't want to support compatibility for. No one is obligated to maintain compatibility with another mod. However, if you make your mod inherently incompatible with a bunch of other widely-used mods, you are definitely setting yourself up for headaches. This is why the most important thing is to be clear with your users regarding compatibility. If you KNOW another mod is incompatible, be up front with them. If you're choosing not make a patch, be up front about that. By doing #2 above, it helps your users and other modders clearly see what files you use, and therefore, which other mods will be incompatible.
By not being clear about compatibility -- or not having a solid understanding of how mods of different types interact -- your users and other mod authors end up chasing their tails and wasting time investigating "bugs" that don't exist. Not fun.
If you want to create compatibility, then great! Your users will love all the work you're about to spend, lol. Patching requires permission of another modder to use their assets. If you want to make a compatibility patch, check the permissions for the mod and consult the author. If permission is granted, you then can discuss how to best create compatibility for both your mods.
A few additions to the first two points. Much of this is discussed in the Mod Formats wiki article, but some isn't. I'll give in an update soon.
Have another suggestion? Make a post
1. Use the DLC Mod Compatibility Resource.
Located on the wiki. When developing your DLC mod, please post the relevant data here for your mod as soon as possible. It's not always practical to post immediately, as shit happens and things can change during development, but post as soon as you feel like it's a good idea. That will help prevent multiple modders from using the same mount priority, etc. Please try to make time to do it; it'll literally take no more than 10 minutes.
2. Post your mod's file list.
Releasing EXE's is incredibly convenient for users, and incredibly inconvenient for fellow modders. To do something as simple as finding out what files a mod contains, requires the modder to download and inspect the EXE with a utility such as 7zip -- at minimum. If the modder doesn't know EXEs can be inspected in this manner, then they are forced to actually run the EXE and install the mod -- even if they don't intend to use it. Either way, it's inconvenient and unnecessary.
As an alternative, document this information for other modders. You don't have to go nuts and create a detailed spreadsheet (like in the BO Public folder linked above), but supplying this basic information is an enormous help. There are lots of ways to do this: a pastebin, a Google doc, via the Changelog tab on Nexus, via a special Nexus "Article", and others.
Another option is to upload an alternate, manual version of your mod with only loose files. Nexus allows previewing of zipped file contents, so loose files are visible just by using this feature; no download is needed. You could even keep them in the root of the zipped folder, and not in DLC mod structure, as a deterrent for normal users.
It's totally up to every modder to use the method they are most comfortable with, but please, consider providing this information in an easily-accessible form to your fellow modders!
3. Distribute your mod in the proper format.
Different types of mods warrant different formats. It all depends on the content being modded.
- Texture Mods -- If these are for non-GUI textures with mipmaps, then distribution as a TPF or raw DDSes is best. For a mod of GUI textures (not sure one exists), that are PCC-stored, then the mod would need to be distributed as loose PCC files or a DLC mod.
- Mesh/Texture Mods -- Ninety-five percent of the time, these are best-distributed as MOD files for use with ModMaker (with an accompanying TPF for textures). There are some exceptions to this. Mesh/Tex mods that exclusively alter BioG or BioH files for Shepard and squadmates can be appropriate for DLC mods (but will conflict with any other mod that alters the same files). In addition, new armor sets in unique PCCs can also be appropriate for DLC mods. Important: Mesh/Tex mods that alter standard BioD and BioP files in the game should not be distributed as DLC mods, as it will cause too many compatibility issues with other mods. This is exactly the situation MOD files and ModMaker were created for.
- Coalesced Mods -- These should be distributed as DLC mods, when the modded content allows (not all coalesced content will work in DLC mod form). This will allow you to patch in content for your mod, specifically, which isn't possible when releasing a Coalesced.bin.
- Content Mods -- Distribution of content mods varies with size. If the mod is extremely small and only alters an export or two in a couple files, then a MOD file is a good choice. MOD files can be made to install into the base game or DLC files, and therefore are innately compatible to whatever they install into. Another option for smaller mods is distribution of loose PCC files. Users can dump them into the base Cooked, autotoc, and they're ready to go. DLC mods are the newest and choice for content mods and are best for complex edits to single files (cloning) or for large mods.
4. Use a mount priority that makes sense.
DLC mods use "mount priority" to control file overrides. A higher number will override any file with the same name below it. It will also override matching conditional, coalesced, and TLK content (among other things).
Choose a priority for your mod that makes sense. If you're releasing a small content mod with few changes it should probably mount lower than large overhauls such as EGM, BackOff, or ThaneMOD. If you're releasing an edit to an existing ending mod (with permission), then the mount for your mod should be above that ending mod, otherwise it will have no effect. If you're releasing an armor mod that affects BioH files, low priority is also a good idea in case any content mods alter the same files.
5. Thoroughly research compatibility.
When releasing any mod, intermod compatibility is always an issue. A large portion of reported "bugs" with your mod will be compatibility issues with other mods. As a mod author, it's your responsibility to understand how compatibility works depending on how you chose to distribute your mod. This means having a clear understanding of certain modding fundamentals in relation to the game.
All that said, it's entirely up to the modder what mods they do/don't want to support compatibility for. No one is obligated to maintain compatibility with another mod. However, if you make your mod inherently incompatible with a bunch of other widely-used mods, you are definitely setting yourself up for headaches. This is why the most important thing is to be clear with your users regarding compatibility. If you KNOW another mod is incompatible, be up front with them. If you're choosing not make a patch, be up front about that. By doing #2 above, it helps your users and other modders clearly see what files you use, and therefore, which other mods will be incompatible.
By not being clear about compatibility -- or not having a solid understanding of how mods of different types interact -- your users and other mod authors end up chasing their tails and wasting time investigating "bugs" that don't exist. Not fun.
If you want to create compatibility, then great! Your users will love all the work you're about to spend, lol. Patching requires permission of another modder to use their assets. If you want to make a compatibility patch, check the permissions for the mod and consult the author. If permission is granted, you then can discuss how to best create compatibility for both your mods.
A few additions to the first two points. Much of this is discussed in the Mod Formats wiki article, but some isn't. I'll give in an update soon.
Have another suggestion? Make a post
