QUOTE (bg2408 @ Feb 14 2009, 09:00 PM)

Imagine Wrye taking down Bash, it would push Oblivion modding and mod using back into a dark age
Imagine Soto removing OOO, which is still the only place centric overhaul, it would make Oblivion a lot less appealing to a majority of players.
Imagine scruggsy and co pulling OBSE, suddenly a lot of mods wouldn't be useable by new mod users.
Imagine DarN making DarNUI and derivates no longer available, the console UI would strike again.
Imagine the UL team removing their mods, Cyrodiil becomes a lot less interesting place.
Imagine Kivan and Quarn de-marbleizing the UOP, it... well, enough now.
I can easily imagine it. If those things didn't exist, and a need was felt for them to exist, then someone else would make them. someone else
has made them - Fran's for OOO; BTMod for DarNUI. I know you're thinking "semantics, pointing to a rival mod", but that's my point - someone else would easily fill that breach. Actually, I
do use BTMod because I prefer it to DarNUI.

OOO and UL are things I tried and decided I didn't like so much. That's fine - other people enjoy them. Not everyone has to like every mod. The unofficial patch, I only use because it's there. If it didn't exist, I'd be none the wiser - it's not like I get to use it on my 360, and the console version's still perfectly playable (though I do miss those companions and houses).
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These were only a few examples. I remember another discussion that someone claimed that the Oblivion modding community hasn't reached it's maturity. When confronted with actual examples of mod highlights the answer was for all cases along the lines of "well, I haven't used all these mods". As far as I'm remember this certain someone was you.
You mentioned just a few popular mods which happened to be the same ones I hadn't tried. I have, of course, tried a good couple of hundred Oblivion mods, but just haven't played Mud or Blood or The Lost Spires. Those examples do not make the community mature. It's only
entering its maturity. It's where Morrowind was in early 2004. I have since downloaded Lost Spires and started Ruin for the third or fourth time. When those are just some of
many mods of their ilk, then we can say that Oblivion modders are reaching their potential.
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When you don't know about this communities' achievements, why do you talk them down, claiming that a lot of unique and diverse archievements would be "no great loss"? Show me anyone able to recreate Midas. Deadly Reflex. MMM. Heck, just look at the current problem people have to fix Pluggy!
OK, let me put it another way:
I'm delighted to see Korana is now modding for Oblivion. She has a unique style and there isn't another modder quite like her. Still, she was slow to start modding for Oblivion, so into that breach - that gap for really high-quality, ultra-detailed house mods - stepped Brendan62, Master Sam, Kalikut, Exilehunter, AVStoryteller ... If she'd never picked up the Oblivion CS, it's not like we wouldn't have been able to enjoy mods of the same type - hell, even the Battlehorn DLC looks like a Korana mod! - but it is certainly appreciated that she is adding to that by releasing her own.
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Please! If you don't make mods you deem important, then that's alright and your decision. Doesn't mean that the same applies to other modders. Many modders that have quit have taken something unique with them, which didn't "came back" from other modders, which wasn't as easily recreateable.
And additionally what good idea would be to have to reinvent the wheel time and again, due to modders quitting and taking their mods with them?
Firstly, there are more modders whose mods I don't use out of sheer principle because frankly I don't like their attitudes than there are modders who I think are so utterly unique that no other modder could fill that gap. In every case where I think, "I don't think I want to use anything by that person," there are two or three other mods doing exactly the same thing and arguably better. I find it both sad and interesting that it is only Oblivion where I "boycott" mods, but then that's the reason why I don't pay as close attention to these boards and have never really felt fully part of the community here - I suppose it's probably different if you spend a lot of time on these boards, but as an outsider looking in, this particular scene has always appeared hostile, vain, sycophantic and egotistical in comparison with either Morrowind or Fallout 3. It's not as bad as it was, but it's just not as nice as the other boards. Obviously none of that is directed at any individual - just an overall perception. Nobody's been outright nasty to me either - which is nice - but where people on the MW boards were occasionally personally very cruel but on the whole extremely supportive, just a general impression of this board has been an absolutely gushing praise of the most popular modders and completely ignoring anyone not in that 'clique'. I'm constantly amazed at how many really good mods are just completely ignored here - but then again, they tend to find their 'markets' outside of these forums.
Secondly, it's rarely a case of reinventing the wheel so much as just approaching the problem from a different angle. Both OBMM and Bash fix load order, but they are not the same tool. If those utilities didn't exist, we'd be using something else.
I'm also at a loss to see how my viewpoint is "dangerous". If one person thinking there's more ego than achievement in a particular scene threatens the health of it, then either there's more to my words than hot air, or people aren't feeling particularly confident. See, if it was me, and someone was saying that, my reaction would be, "Right, I'll show you!" and I'd do something awesome just to spite them.

QUOTE (CDM_ @ Feb 14 2009, 09:28 PM)

I also have to agree with Princess Stomper on the whole narcassism point: whilst I'm sure it's nice to have a Mod everyone knows, which has got HoF and a million downloads, a lot of us don't aim for that primarily. I'll use myself as an example. For 18-months now, I've been working on Darkness Everlasting. Along the way, I've rebuilt it from scratch for compatibility, rebuilt it to make it more efficient, rebuilt it because I wasn't happy with it. And I know I'm not alone in this-- I know a lot of people, both private and public, who have rebuilt their Mods time and again to get it 'just right'. If I was only after recognition, I would have quit long ago-- as was pointed out in a thread only a few days age, DE has/had some major bugs with it. But Modding, for most, is about enjoying the game, and the gameplay.
Whilst it's sad that a good modder might leave because of a few immature people insulting their Mod, or people who don't understand/don't read instructions complaining, there is always going to be someone else behind them. It's life. Those great Modders you mentioned may very well be the inspiration for those who surpass them.
I won't lie - my HoF tag means a great deal to me, but it's certainly not a motivation to mod. If you want a very dangerous attitude, then "modding for fame" is that attitude.
Look at my/Kateri's Dance of the Three-Legged Guar mod for Morrowind. We've been working on it for over two years - real life and other modding projects have slowed its progress, but it's been up in beta for a while. Over two thousand lines of dialogue; forty new cells, a hundred NPCs .... it's a big quest mod to rival the biggest. How many downloads, given that scale and that amount of effort do you think we'd get for the finished mod?
I'd be amazed if it was more than two hundred.
Frankly, that's absolutely pathetic, and if we were motivated by anything other than the sheer joy of tinkering with our toy, we just wouldn't bother. You wouldn't have the likes of Lady Rae, or Bond for Oblivion, either if popularity was the only goal. I love Bond's mods, but they are an acquired taste. He should surely just go for the mainstream and stop trying to be different because not everyone likes it.
Sure, when the modding scene is new and every mod gets hundreds or thousands of downloads, that's great - but what when it's ageing and that mod you've just spent two years on only gets four hundred downloads? What are you going to do? Sigh because of all your wasted effort? Or remind yourself that the hobby is in the journey, not the destination, and that it wasn't a "waste of time" because you enjoyed making it.
It's not a dangerous attitude to say that you should mod for yourself and then choose to share; it's dangerous
not to do that, because that way crushed egos and disappointment lie.
QUOTE (bg2408 @ Feb 14 2009, 10:10 PM)

It's not about possibility, it's about doability and likelyness. Or to put it into other words: Show me the Wrye #ash for Fallout 3.
Isn't someone making that? To be fair, much as I'm looking forward to seeing it when it arrives, I'm not like, "O NOES THERE'S NO #ASH! NO FO3 FOR ME!"
There are already other modding tools like Fallout Mod Manager, and if there weren't, well, I'd just have to do without.
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When a mod isn't important, and in the end you're only modding for yourself and everything else are self illusions and narcissisms, why take the tremendous time it takes to document and support a big mod, just for others?
Common courtesy. If you're going to do something, do it properly.
The reason why I have so many nearly-finished mods on my hard-drive (like yesterday's released DB Sanctuary mod) is just because I couldn't be bothered with the release stage. If I couldn't do it properly, then it wasn't worth doing, and I should just keep it to myself until I am actually prepared to take screenshots, write documentation, etc. It's just polite.
From having played other games for a bit, I'm moving away from the "read the readme" ideal. It's certainly not always possible with house mods, but certainly with quest mods, etc., I'd like it to be where the readme only reiterates the information you get in-game; just like a really good game tutorial should negate the need for the manual. Sure, too much hand-holding is a drag, but you should at least be able to start a quest intuitively without reading a ton of documentation to get there. It's a more modern approach that sustains the immersion by not forcing you to look away from the screen. Anyway, that's a big digression, but it was just what I thought when you mentioned reading and writing documentation.
QUOTE (bg2408 @ Feb 14 2009, 11:34 PM)

Even more, if you look into Oblivion forums who don't know anything about mods (casual gamers, console players) you see a lot of people giving up Oblivion just because they miss something that existing mods like OOO have created. They just don't know about it. Or it wasn't translated to their language. Or is not available to their system. A lot of reasons.
I think you and I are always going to differ on those points because - and I've been there myself - the modding scene is by its nature very insular and people don't really see much outside that. Because of that, people overestimate the importance of mods, and of modders, when really all we're doing is a nice little hobby where we get to add stuff to our game. Oblivion continues to sell well, particularly on the console where there are no mods (other than DLCs) and mods continue to be used by only a tiny percentage of a tiny percentage (i.e. PC users in total are only a minority of Oblivion players). That's not to say "our mods are unimportant and we shouldn't bother", but that we should just have a healthy sense of perspective over the issue. The game is quite playable without any mods at all, and while you might know of some people who didn't like the balance and drifted off, I know plenty more who loved it and continue to play on the console.
What kills scenes, in my experience, is not people with a "seriously guys, you're not that important" attitude, but the opposite. I can think of so many situations where what happens is one person or idea becomes so celebrated that everything begins to centre around that one thing, and everything that is not that thing is sidelined and ignored or forced to conform, and then suddenly all the creativity and individuality is gone from that scene and it becomes strangled from within because only one outlook or idea is tolerated.
QUOTE (xXAequitasXx @ Feb 15 2009, 08:28 AM)

Modders could care less about people who don't use their mods. However, if their mod requires, say...OBSE, in order to function correctly, and a user whines about how he/she doesn't know how to use said requirement, this will annoy most modders. Again, if you want to modify your game, you are expected to be willing to put the time in that it requires.
That's fair enough, but it's also why users like me don't bother with the likes of OBSE or FCOM. Maybe OBSE is easy to use, but after the days I wasted trying to get MGE to work, the hundreds of crashes, the hoops I had to jump through ... only to uninstall the lot later and realise that frankly no amount of view distance was worth all that, it kinda put me off all third-party programs for life. All that testing and troubleshooting sucked all the fun out of the game. I just don't have the hours in the day to mess around with things. If it's a simple install, then that's great and I'll probably use it, but I just want to get on with playing the game and if it's too much effort, I can live without it. I don't want to have to get a degree in mod installation just to have something else in the game that I'll probably uninstall after ten minutes because it doesn't really suit my style of play. I'm sure there's a lot of truly fantastic mods out there that do require a lot of work to install, and I'm missing out, and whatnot - but the worry that I'm missing out is more than compensated by the extra hour or so's actual playing time I get back by not faffing around with difficult installs. I don't, of course, complain about it - it's my choice.