Delzaron Posted July 8, 2015 Author Posted July 8, 2015 I think Solitude is too complicated to use.... so I will move for a little town. - Dawnstar - Winterhold - a small city I will add into the game (in the big lake near Riverwood, like Little Vivec ?), or on the north coast ? Or I Keep Karthsmouth and I improve it to made it bigger and more populated (more buildings, etc...) The core : - player is investiguator - player is investiguator, and become cultist ? I will remake the end entirely... it will be not the same as you played it before.
Farmthat Posted July 8, 2015 Posted July 8, 2015 How hard would it be to change locations? It seems like a lot of work has been put into solitude.
Delzaron Posted July 8, 2015 Author Posted July 8, 2015 Yes. So I will rebuilt the mod from nothing. I will keep the name, but it will be a different mod (I dont want to let a thread with a nonfucntionable mod, and the administrator dont answer to my request to supress it).
Farmthat Posted July 8, 2015 Posted July 8, 2015 Dang. I really like this mod, it'll be sad to see it go away. but if you're building something new and better, I guess that's exciting at the same time. I feel like there might be fewer conflicts of you build a new little town. I know I have a few mods that involve dawnstar, for example.
Delzaron Posted July 8, 2015 Author Posted July 8, 2015 Som new little town could be a solution... I will see where I can put it. The beginning of the mod will be mostly the samem you know. It will change at the end of the thrid quest.
Delzaron Posted July 8, 2015 Author Posted July 8, 2015 Ok, I found where I can place Insmouth : on the nord coast between the wrecked ship and Dawnstar. There is nothing at this place. So, It will made no conflicts with vanilla cities, and I don't need to made a complete small world. Anyway, I need tor ebuilt the entirely. I hope it will be better and more lovecraftian (there are already too lot of slavery mods on Loverlabs, and very better than I could made, so I will only keep the slavery part for breeding females NPC). So, we will get a village on the North Coast ! I hope to made dark enough by using only the same buildings of Dawnstar.
shinji72 Posted July 8, 2015 Posted July 8, 2015 The coast on the sea of ghost is indeed a nice choice. You could call it Dragonmounth, or something like that to keep the inner lovecraftian jokes. Btw, the first quests of Ftd are working right? I would like to realize a video showcase about the Skyrim corruption project.
Delzaron Posted July 8, 2015 Author Posted July 8, 2015 Yes, the firsts quests of FTD works... In fact, the mod work until the part 3 phase. You can go to the breeding hall quest whitout major problem (just the cross scene sucks, but a wait is enough) For the video, maybe you should talk to Alploochra about this. You see, we are in conflict... and FTD will be not in the project, finally. In fact, he dont want any of my mods... The new Insmouth will be on the Ghos sea coast, no so far from DawnStar (it's the better places for a coast village). It will be made by using only villges farm houses, maybe just one Solitude house for the harbormaster office. Surronded by imperials walls for protecting the city, and a door gate. The village will also have : - a lighthouse linked to the secret temple - some houses for Insmouth citizens, including Zadok Allenith one. - a brothel / hostel (where the player will live during his enquiry). - an Inn, the virgin head Inn. - a place for events (like human trafficking, Insmouth is a used harbor because there is less rules about trade in that place). - the Harbor master house. - some boats. - a smither - a merchant. - Shul Tar office (I want to increase the importance of this character) The place is composed by farm houses and walkwood planks... so the village is small and streets are not large at all... I wish to made an oppressive atmosphere village... after, I will recycle all the old FTD assets I can.
Alploochra Posted July 8, 2015 Posted July 8, 2015 For the video, maybe you should talk to Alploochra about this. You see, we are in conflict... and FTD will be not in the project, finally. In fact, he dont want any of my mods... Wow wow let's slow down...1- FTD is being shelved by Delzaron himself, because the scripts are looping and overloading Papyrus. We're not behind that.The team is planning a clean remake in Solitude (not a clone, a remake) due to the many inconsistencies that surfaced during the rewritting and the Dawnstar thing is totally new to the team as we learned of it right now.I did poke Delzaron on his deleting attitude earlier today and explained that in my mind it was not cool for the fans to just be severed from FTD like that. It may have helped changing the deleting to transplanting, but in any case it's characteristic of something we'll see in point 3.2- The team has quality markers in his goals that are not validated yet by the mods. Yes, none. So the team would like to finish what's begun before starting new things. We specifically have serious problems to consider a mod that needs constant console setstages to advance to be in a "playable" state.So there's a conflict there because the team doesn't see any of the modules as finished, but Delzaron does (there even the troubling point that he's considering FTD at the same time as finished, playable, and too bugged to save and wanting to delete it).So the real position is that the team (not simply "Alploochra" as he's saying) doesn't want the mods as they are now in the project.It's a label, and the mods being considered as complete or next to complete with the wide areas needing work left are not validating the label.3- The team wants to do things in an organized manner instead of systematically running behind and having much more work doing the tasks that should be done before, after (especially making the langage readable, the npcs meaningful, or the story consistent).At the moment, AFS and FTD have been started by Delzaron before the formation of the team (so, they didn't get the proper work planning but we understand) and the others (Ravenous, Rats in the Wall, The Dark Below) have been completely improvised by Delzaron without finishing the others and without letting the team do the planning phase.They are totally improvised upon the brainstorming documents we made together (that have of course no detailed questline, full list of npcs, fluff, lore,...)After the coalescing of the team in May (before that there was only two (and a half) of us), the problem was even amplified because of the surge in progress that was made in the questlines (AFS mainly, that part isn't working in FTD) was done without supervision either.That's where there's a serious conflict too, because the gratuitously added work is driving us crazy.After A LOT of explanations, we're still in an opposed POV on that, the team vs Delzaron, who wants to do things in an "experimenting" way that has no place for planned teamwork, the team is both getting added unnecessary work, and not being able to efficiently work to begin with when not simply overriden.4- The team is not taking this lightly.SkyCorr is down to zero modules in a public stage and it's of course seriously demotivating for us and suspicious for you all.The extreme difficulties we're already having to find experienced CKmodders won't be helped with that going on now.I'm taking full responsibility there as coordinator, I had to make a decision if i was okay with half-assed mods or being true to the initial vision, but the majority of the team being as we discovered in the same frame of mind made this easier.We're not campaining against Delzaron's mods' existence or the people's right to like them as they are ; we just want to do more.We're not severing ties and burning bridges, we're not seeing ourselves in thoses mods in their present state, that's all.By the way, we're still accepting help.
Delzaron Posted July 9, 2015 Author Posted July 9, 2015 The coast on the sea of ghost is indeed a nice choice. You could call it Dragonmounth, or something like that to keep the inner lovecraftian jokes. Btw, the first quests of Ftd are working right? I would like to realize a video showcase about the Skyrim corruption project. Maybe it's very too early for a video teaser... AFS is the most achieved of my mods, but it still have some problems (now mostly concentrated on 3 quests and some sacrificed NPC)... and the SkyCorr team don't want it. 1- FTD is being shelved by Delzaron himself, because the scripts are looping and overloading Papyrus. We're not behind that. The team is planning a clean remake in Solitude (not a clone, a remake) due to the many inconsistencies that surfaced during the rewritting and the Dawnstar thing is totally new to the team as we learned of it right now. So, you just want I leave FTD from solitude to putting yours at the place... I don't really appreciate that. You want to make a remake yes, but dont conflict with mine please. The new FTD will still have some deals with Solitude, but the main quests events will be in the new city. I hope you will like it... 2- The team has quality markers in his goals that are not validated yet by the mods. Yes, none. So the team would like to finish what's begun before starting new things. We specifically have serious problems to consider a mod that needs constant console setstages to advance to be in a "playable" state. I'm a realist. With our current skills, making a Bethesda mod like Alploo wishes is just impossible. It doesn't mean we don't try to made quality thing : I still made lot of fixes for improving content and scripts quality, and some dialogues were fixed by Seri, another team member. For AFS, I saw tons of documents to find appropriate names and stoties Ideas.... for FTD, I read again all my Lovecraft book collection... So there's a conflict there because the team doesn't see any of the modules as finished, but Delzaron does (there even the troubling point that he's considering FTD at the same time as finished, playable, and too bugged to save and wanting to delete it). My expectations are lower than yours, that's all. For me, considering our current skills, it's simply not possible. I'm not good as Aqqh. In fact, I'm really a beginner comparing to him or other modders on LL (I'm not a professionnal in programmation, I learn all these things by myself few months ago, and I don't mastery lot of mechanisms). So I can't expect making some "Kicking the ass uber quality mods". It doesn't mean we likes mods at their current states... it's the reason of the frequent updates. And AFS is my FIRST mod. 3- The team wants to do things in an organized manner instead of systematically running behind and having much more work doing the tasks that should be done before, after (especially making the langage readable, the npcs meaningful, or the story consistent). At the moment, AFS and FTD have been started by Delzaron before the formation of the team (so, they didn't get the proper work planning but we understand) and the others (Ravenous, Rats in the Wall, The Dark Below) have been completely improvised by Delzaron without finishing the others and without letting the team do the planning phase. They are totally improvised upon the brainstorming documents we made together (that have of course no detailed questline, full list of npcs, fluff, lore,...) This is the core of our conflict. But we aggreed recently I will not make Dark below, and no other mod until AFS and Ravenous were finished. More, Ravenous will be a side mod, outside the project. I'm not really happy with the rats in the wall part I made, I think to delete it. So, It will let all latitude to other modder to took it in charge. I will made a falmer mod quest mod, mostly based on our brainstorm and AqqH ideas, yes, but only under my name (I made assets for Dark below, including a nice small world Blackreach like, some outfits, and a special race, and I dont want to put it in trash : it's too lot of work, i will recycle them). After the coalescing of the team in May (before that there was only two (and a half) of us), the problem was even amplified because of the surge in progress that was made in the questlines (AFS mainly, that part isn't working in FTD) was done without supervision either. Of course, I made maybe 1 or 2 updates per week... After A LOT of explanations, we're still in an opposed POV on that, the team vs Delzaron, who wants to do things in an "experimenting" way that has no place for planned teamwork, the team is both getting added unnecessary work, and not being able to efficiently work to begin with when not simply overriden. I think we are obliged to experiment by using mods : lot of mechanisms we plan to use for some SkyCorr mods... well, we dont know yet how to do that. And I sucks in programming. So I need to learn, and I use my mods for that. The aliases use, for example... I learn how to do that by making Ravenous. It was necessary for making the kennels more closely to Alploo vision. And I use Aqqh int variable scripts for controlling aliaises attribution, and modified it for using it on several differents quests in AFS... and I will made the same thing in Ravenous soon .So, I use my currents mods to try things and develop solutions for future mods. By using this way of work, I learnt a lot of things, and I used it for improving the mods... some mistakes were made, like the FTD loop scripts... its the main reason why I rewrite this mod (I'm recycling assets right now). In this purpose, I proposed to split the mods development in half : I will not begin any SkyCorr mod, but I will made small mods, mostly unpublished, for tests and developments. The results will be used as assets for SkyCorr mods. 4- The team is not taking this lightly. SkyCorr is down to zero modules in a public stage and it's of course seriously demotivating for us and suspicious for you all. You told me to supress AFS from the list, and it's the better advanced mod we have... Yes, it don't reach the SkyCorr label quality levels... But, with my skills, it's simply not possible. The label quality level is too high for me. It's made me demotivated too : it's like all the work I made and continue to make is worthless. So, yes, I begin others projects to not becoming mad by working on the same mod continiously. The extreme difficulties we're already having to find experienced CKmodders won't be helped with that going on now. We can get some help by asking it to experienced modders. I was helped by AqqH, Johnyred, Ashal, CPU, and I forgot other nice people who give us nice tricks. I'm taking full responsibility there as coordinator, I had to make a decision if i was okay with half-assed mods or being true to the initial vision, but the majority of the team being as we discovered in the same frame of mind made this easier. Again, realism. You cant code for now, Seri is learning how to made nice faces with Racemenu, Supra is a professional but she needs to learn Papyrus, Neg is game designer... For now, I'm the only coder with mods in activity we have in the team, and I can't made a mod who satisfy the label quality level. Hopefully, Alploo suceed to recruit some other modders (the dragon cult mod is launched). Yes, we need more coders, very skilled... We're not campaining against Delzaron's mods' existence or the people's right to like them as they are ; we just want to do more. Me too. It's why I made updates, It's why i decided to make a remake of FTD today between my bacteria experiments... and i have to get up at 6 tomorrow... oh sh*t, i will be like a zombie. By the way, we're still accepting help. Yes, that's a good point.
Alploochra Posted July 9, 2015 Posted July 9, 2015 Maybe it's very too early for a video teaser...AFS is the most achieved of my mods, but it still have some problems (now mostly concentrated on 3 quests and some sacrificed NPC)... and the SkyCorr team don't want it. You do remember Serizamyia did rewrite the 15 000 lines of text for you, yes ? So, you just want I leave FTD from solitude to putting yours at the place...I don't really appreciate that. You want to make a remake yes, but dont conflict with mine please. The new FTD will still have some deals with Solitude, but the main quests events will be in the new city. I hope you will like it... What are you even speaking of ?! You did decide to trash it yourself, and alone, noone asked for it. And before the last hours there was no remake of your own, you just wanted to delete everything. I'm a realist. With our current skills, making a Bethesda mod like Alploo wishes is just impossible. It doesn't mean we don't try to made quality thing : I still made lot of fixes for improving content and scripts quality, and some dialogues were fixed by Seri, another team member. For AFS, I saw tons of documents to find appropriate names and stoties Ideas.... for FTD, I read again all my Lovecraft book collection... Here "bethesda" meaning "playable" ? And stop taking everything as an insult toward your commitment. Everybody knows you worked a lot, and especially that you read a lot given it's sometimes full on copy/paste. Understand that people can have something else in mind that what you have. My expectations are lower than yours, that's all. Than stop making a fuss about it, and now, you're even throwing drama in public because you didn't convince any of us in private. For me, considering our current skills, it's simply not possible. I'm not good as Aqqh. In fact, I'm really a beginner comparing to him or other modders on LL (I'm not a professionnal in programmation, I learn all these things by myself few months ago, and I don't mastery lot of mechanisms). So I can't expect making some "Kicking the ass uber quality mods". It doesn't mean we likes mods at their current states... Again, as was said in private, you can only conceptualize things being all about you. We're a TEAM. We do TEAMWORK. And AFS is my FIRST mod. So, what ? What did I say against it ? This is the core of our conflict. But we aggreed recently I will not make Dark below, and no other mod until AFS and Ravenous were finished. More, Ravenous will be a side mod, outside the project. I'm not really happy with the rats in the wall part I made, I think to delete it. So, It will let all latitude to other modder to took it in charge. I will made a falmer mod quest mod, mostly based on our brainstorm and AqqH ideas, yes, but only under my name (I made assets for Dark below, including a nice small world Blackreach like, some outfits, and a special race, and I dont want to put it in trash : it's too lot of work, i will recycle them). Actually we agreed nothing, you decided alone, again, about each points you just spoke of. Of course, I made maybe 1 or 2 updates per week... You speak of it as if it was a valid and/or logical argument. I think we are obliged to experiment by using mods : lot of mechanisms we plan to use for some SkyCorr mods... well, we dont know yet how to do that. And I sucks in programming. Not with the main module. Because it leads to FTD: so much bugs that it can only be led behind the barn and shot. And there's still nothing that makes this incompatible with writing everything down before trying, you just don't want to do it. That's your right, and that's ours to not like working with cuffs and blindfolds. The results will be used as assets for SkyCorr mods. After working with you for six months, this has a solid "i will decide autonomously to try things, then you manage to fit it somewhere or i'll make a fuss again" ring to it. You told me to supress AFS from the list, and it's the better advanced mod we have... You do realize that for two members of the core team the mod just crashes when approaching the mod's places or npcs ? Yes, it don't reach the SkyCorr label quality levels... But, with my skills, it's simply not possible. The label quality level is too high for me. You, you, just you again. We're a team. It's not about you not being able, but as you effectively work alone in your "experimenting" improvising manner, and just want the team to make a second pass over what you have done, it doesn't work. That's the problem. Man we all had this conversation about three or four times in the last month in private, and with everyone in the team present, too. It gets exhausting. It's made me demotivated too : it's like all the work I made and continue to make is worthless. So, yes, I begin others projects to not becoming mad by working on the same mod continiously. And so nothing ever gets properly finished. We didn't agree to that back in february. The extreme difficulties we're already having to find experienced CKmodders won't be helped with that going on now. We can get some help by asking it to experienced modders. I was helped by AqqH, Johnyred, Ashal, CPU, and I forgot other nice people who give us nice tricks. You really think asking for tips is a breakthrough idea the rest of the team never had ? We don't need tricks, we need modders. Again, realism. You cant code for now, Seri is learning how to made nice faces with Racemenu, Supra is a professional but she needs to learn Papyrus, Neg is game designer... Yes. We need modders. I think I said that earlier. We're not being paid, we're not coerced into anything, we won't settle for the half-assed not working stuff. Because we don't have too. And don't lecture me about realism, what we want can be done, there's nothing crazy about it, we just need some skill that we don't have but is clearly on the market. There's no use or fun for the players neither with mods that don't work. For now, I'm the only coder with mods in activity we have in the team, and I can't made a mod who satisfy the label quality level. You, you, only you, again, again, and again... You with the team alongside could do it, but you're not compatible with the method. Me too. It's why I made updates, It's why i decided to make a remake of FTD today between my bacteria experiments... and i have to get up at 6 tomorrow... oh sh*t, i will be like a zombie. So there was no need nor time for public drama... I'm hearing from my chair the potential modders fleeing.
volfin Posted July 9, 2015 Posted July 9, 2015 Just make the mod you want, how you want. It's silly to let other people dictate to you what you make or how you make it. So two mods conflict, big deal. Happens all the time. People will simply use the mods individually. I know I do this all the time, Play one mod, finish it, then remove it and install the other that conflicted, and use it too. Nobody is not going to use a mod simply because it conflicts with something else. In short, don't let other people bully you. It's your mod, your fun, have at it.
Serizamiya Posted July 9, 2015 Posted July 9, 2015 The main issue between the SkyCorr team and Delza can be summed up in the following sentences: Delza wholeheartedly believes the SkyCorr team is entirely devoted to undermining his mods and his reputation as a modder. There have been efforts to convince him otherwise but alas, the results are plain to be seen in the above few posts. Should evidence be required, all non-Delza members of the current and possibly former SkyCorr team would be willing to provide the entire manuscript of discussions. The drama you see spilling over into this topic is a result of massive miscommunication. Attempts have been made to mediate the situation between the two parties (the first being Delza and the second being the entire SkyCorr team that isn't Delza), but as many of you can see that has not gone over well and probably will result in the dissolution of the SkyCorr team. The 'bullying' described earlier is the result of nearly two months of arguably fruitless negotiations; determining who is the bullied and who is the bully would require insider knowledge of the situation. Jumping to conclusions would not be wise, from the point of view of someone who does have that knowledge. As such, support for all SkyCorr mods may be dropping significantly. FTD may be abandoned altogether, and AFS will be undermanned. Ravenous is a smaller module, but support will decline there as well. As for my own point of view, it would be best summed up in my withdrawal of my allowing Delza to use my textual edits for his mods as long as this situation persists. I'm not sure what the rules are for regulating this on the forums, but it is a decision I will make if I feel the need to.
BushJr Posted July 9, 2015 Posted July 9, 2015 Oh crap, I've spend 8 hours to carefuly merge all my mods and now I discover that this mod is bugged... I hate you so much.. Not realy, but the thought of making rollback is so depressing.
Farmthat Posted July 9, 2015 Posted July 9, 2015 well, I'm sorry, for everyone involved. Without knowing the details (or caring to,). It sucks that delzaron feels he's losing control of his mods. It's hard to give up control over something you created--watching things get added or changed which require trusting it'll work. It also sucks for the skycorr team because I'm convinced they really love the material they're working on and have a lot of skills they can add to the project to help with. It's hard to work together. All teams everywhere struggle with this--but you should all remember that at the end of the day you're all doing this for free in your spare time as a hobby, for fun, and sabotage just isn't a realistic fear. Oh crap, I've spend 8 hours to carefuly merge all my mods and now I discover that this mod is bugged... I hate you so much.. All mods are bugged.
aqqh Posted July 9, 2015 Posted July 9, 2015 Som new little town could be a solution... I will see where I can put it. The beginning of the mod will be mostly the samem you know. It will change at the end of the thrid quest. just an idea Make a new settlement on the other side of Ismouth Here point is - as i said to you once for your idea of enslaving the local population a city needs a walls. Walls to both keep people out and keep citizens in. Dawnstar has no walls. this way you can keep most of this mod as it is. its just instead of enslaving whole solitude you will enslave this new settlement and for solitude just make a couple of quests to kidnap and enslave ppl for example or to corrupt some of its officials (Firebeard guy? Erikur?) to ensure that thet Solitude would stay blind to what is happening in this nearby settlement. btw whats that problem with too heavy scripts? didnt have time to give that a proper testing. Maybe something could be done about it that would be less extreme than dropping a nuke on the whole project. Scripts making a mess is not the end of the world usually - it just means that you need to look for a better way to write them.
Delzaron Posted July 9, 2015 Author Posted July 9, 2015 Som new little town could be a solution... I will see where I can put it. The beginning of the mod will be mostly the samem you know. It will change at the end of the thrid quest. just an idea Make a new settlement on the other side of Ismouth Here location.jpg point is - as i said to you once for your idea of enslaving the local population a city needs a walls. Walls to both keep people out and keep citizens in. Dawnstar has no walls. this way you can keep most of this mod as it is. its just instead of enslaving whole solitude you will enslave this new settlement and for solitude just make a couple of quests to kidnap and enslave ppl for example or to corrupt some of its officials (Firebeard guy? Erikur?) to ensure that thet Solitude would stay blind to what is happening in this nearby settlement. btw whats that problem with too heavy scripts? didnt have time to give that a proper testing. Maybe something could be done about it that would be less extreme than dropping a nuke on the whole project. Scripts making a mess is not the end of the world usually - it just means that you need to look for a better way to write them. Your solution is realy convinient. Thanks you ! The problem is now some people want his place to made a mod... and I already said I move. But I can change my mind. It's more than heavy scripts : there are navmeshes problems, and scripts loop. It's made a 256 Mo papyrus log file... and made skyrim builds unstable (problem of loading some tamriel world cells).
Delzaron Posted July 9, 2015 Author Posted July 9, 2015 The main issue between the SkyCorr team and Delza can be summed up in the following sentences: Delza wholeheartedly believes the SkyCorr team is entirely devoted to undermining his mods and his reputation as a modder. There have been efforts to convince him otherwise but alas, the results are plain to be seen in the above few posts. Should evidence be required, all non-Delza members of the current and possibly former SkyCorr team would be willing to provide the entire manuscript of discussions. The drama you see spilling over into this topic is a result of massive miscommunication. Attempts have been made to mediate the situation between the two parties (the first being Delza and the second being the entire SkyCorr team that isn't Delza), but as many of you can see that has not gone over well and probably will result in the dissolution of the SkyCorr team. The 'bullying' described earlier is the result of nearly two months of arguably fruitless negotiations; determining who is the bullied and who is the bully would require insider knowledge of the situation. Jumping to conclusions would not be wise, from the point of view of someone who does have that knowledge. As such, support for all SkyCorr mods may be dropping significantly. FTD may be abandoned altogether, and AFS will be undermanned. Ravenous is a smaller module, but support will decline there as well. As for my own point of view, it would be best summed up in my withdrawal of my allowing Delza to use my textual edits for his mods as long as this situation persists. I'm not sure what the rules are for regulating this on the forums, but it is a decision I will make if I feel the need to. First point : not at all. You're not my support team, and I never wanted it was like this (In fact, I don't like to have to lead people). I already agree to help you constructing and support your mods. And I dont care of my reputation as a modder, it's just an hobby and a way to learn programmation. It's not my job. In fact, videos about my mods on Youtube... I don't like it, i prefer to stay in the shadows. No offense, Shinji72. In conclusion, I'm now out of the SkyCorr team. For the textual edits, it's only concerns AFS, and I dont know how to cancel them... I stored my dialogues before the editing, so I could rewrite some dialogues again.
Serizamiya Posted July 9, 2015 Posted July 9, 2015 You misunderstand roughly 120% of my post. A recurring problem, but a problem nonetheless. You are still seeing the entire situation as revolving around you. This is not the case. My post discussed the conflict between SkyCorr and you; namely teamwork that Aploochra mentioned in a previous post. Please do not put words in my mouth about discussing you. You were never the central issue, the conflict between the SkyCorr team and you was the issue at hand. While you are a component, please do not overestimate your own importance in context. I'd prefer you to revert to a version of the text from before I completed the edits, if at all possible. This means about two months back in time. If this isn't possible, I'd like you to delete the text file. This may be problematic, however, but I would prefer you to not use my time & effort into something I do not support anymore for the time being.
Delzaron Posted July 9, 2015 Author Posted July 9, 2015 You misunderstand roughly 120% of my post. A recurring problem, but a problem nonetheless. You are still seeing the entire situation as revolving around you. This is not the case. My post discussed the conflict between SkyCorr and you; namely teamwork that Aploochra mentioned in a previous post. Please do not put words in my mouth about discussing you. You were never the central issue, the conflict between the SkyCorr team and you was the issue at hand. While you are a component, please do not overestimate your own importance in context. I'd prefer you to revert to a version of the text from before I completed the edits, if at all possible. This means about two months back in time. If this isn't possible, I'd like you to delete the text file. This may be problematic, however, but I would prefer you to not use my time & effort into something I do not support anymore for the time being. I will see that I can do about the texts... In a first appreciation, it's mean deleting all AFS...
slutofshades Posted July 9, 2015 Posted July 9, 2015 You misunderstand roughly 120% of my post. A recurring problem, but a problem nonetheless. You are still seeing the entire situation as revolving around you. This is not the case. My post discussed the conflict between SkyCorr and you; namely teamwork that Aploochra mentioned in a previous post. Please do not put words in my mouth about discussing you. You were never the central issue, the conflict between the SkyCorr team and you was the issue at hand. While you are a component, please do not overestimate your own importance in context. I'd prefer you to revert to a version of the text from before I completed the edits, if at all possible. This means about two months back in time. If this isn't possible, I'd like you to delete the text file. This may be problematic, however, but I would prefer you to not use my time & effort into something I do not support anymore for the time being. I will see that I can do about the texts... In a first appreciation, it's mean deleting all AFS... I doubt a full delete would be required... atleast not for the text edits, but there again I do not know that much. Reverting to the texts before the changes should be do-able, you did say you kept most of that backed up. It should not detriment much of the actual mod function.
Delzaron Posted July 9, 2015 Author Posted July 9, 2015 The probem is the mod content was increased by 30% during this period. The simplier to revert to the pre text edit stage is going back to AFS1.64bis... it's mean 30% of the current mod is lost. Another way, time consuming but smoother, is identifying the text edited quests, and rewrite them.
baronesa Posted July 9, 2015 Posted July 9, 2015 The probem is the mod content was increased by 30% during this period. The simplier to revert to the pre text edit stage is going back to AFS1.64bis... it's mean 30% of the current mod is lost. Another way, time consuming but smoother, is identifying the text edited quests, and rewrite them. but... if as you said the scripts are corrupted on the later quests, wouldn't it be good to return to a previous build, probably one without those scripts? Making the whole process of fixing the mod easier? You can polish and bug fix what is already there and then slowly add the other content with a better set of unbroken scripts. Returning to a previous, more stable version seems to be quite a good solution to not scrap the whole thing altogether.
Delzaron Posted July 9, 2015 Author Posted July 9, 2015 It's not the same mod. - FTD is the corrupted one, need to be redone - AFS is the one with some texts fixed by Seri, and Seri want I remove her fixes.
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