Any information on core mod compatability?

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Zazazu:
We've always had to check several different sites for updates after EP. This is why you bookmark sites, and annotate sources for hacks. How is this different?

The truth is that modding for the end user is actually easier with TS3. I can easily read and edit most of the XML, though there are a few things I still haven't found. I'm not a coder. I'm not a modder. I'm a dabbler who used to code in Basic when I was 8 and who has done some visual environment coding for a very specific situation (oh, and some random defunct database coding).

There were always cases with TS2 where mods would be incompatible. In TS3, with XML mods, it's very easy to identify which mods aren't compatible. It's also easy to take two mods out there that address the same XML, analyze them, and merge them on your own.

Kiirkas:
Quote from: edalbformat on 2009 July 12, 13:53:11

I'm not talking about an exclusive elite but about the majority of game players that sure didn't buy the game to learn programing.


Those who can, do.  Those who can't, download.  It's not rocket science.  No one has to learn anything to play the game, and fortunately there are any number of talented (and no-so-talented) people out there sharing their mods with the community.  Besides, it's a hell of a lot easier to mod TS3 than TS2.

Quote from: edalbformat on 2009 July 12, 13:53:11

It is going really to be the maximum of pain when besides having to worry about compatibility with EA you have to worry about being compatible with everyone that produces Core Mod or not. Every release will cause you to have to check several different places and we all know that modders get angry on each other and move out with all their work in the wallet. Create a new site for own releases and close it some months later. Even programs that seem to be very clever can disappear by reason of no compatibility or the creator just got fed-up of it. When you mention one specific case is just to give an example. I give a damn on if there was a mod or not. It was just an example.


Do you by any chance know anything about the Elder Scrolls community?  Especially with the Oblivion game, the modders and mod users face these problems constantly, and have for several years.  Mods always had to be checked for patch compatibility, new mods (by modders with any sense) were designed to not conflict with other major or popular mods as much as possible.  Much like TS3, when it came to overhaul mods, it used to be that THERE COULD BE ONLY ONE!  Now, in the last year, the designers and teams behind the major overhaul mods got together and created a way for all four of the major overhaul mods to work together.  And in that process they took the game experience to a whole new level.  They also managed to incorporate at least a dozen other mods into their Convergence beta.

The Elder Scrolls games have been marked by their success at making modding possible by just about anyone who wants to learn the basics.  TS2 is more difficult to mod than Oblivion, in my opinion.  Now with the release of TS3, I'd have to say that EA just jumped way ahead of Bethsoft in that department.

The problems you use as examples have always been a part of community modding, they've even been a part of the Sims modding community in the past.  When the time and interest are both there, the Sims 3 overhaul modders will likely embrace the challenge of merging their mods in various ways.  Only six weeks have passed since release day.  Modders just need MOAR TIME to familiarize themselves with the game code before we go jumping off bridges.

JBoat:
Quote from: Kiirkas on 2009 July 13, 00:59:25

The Elder Scrolls games have been marked by their success at making modding possible by just about anyone who wants to learn the basics.  TS2 is more difficult to mod than Oblivion, in my opinion.  Now with the release of TS3, I'd have to say that EA just jumped way ahead of Bethsoft in that department.
Gonna have to disagree with this statement, given that I modded for Elder Scrolls games for nigh on six years.  TS3 is way behind ES modding, in all regards (community, tools, world/quest creation, etc), and even after they release their neighborhood builder, they'll still be behind.  Doing a decent job of trying they are, but bugs need to be fixed much faster.  Right now I think the post-release Sims3 team is probably focusing too much on addon packs/expansions, and not enough where they need to be.

tryguy:
What about this latest development?

http://www.modthesims.info/download.php?t=354748

The Core Mod Merger. Apparently, the core mods need to be written in a certain way to be usable in this way. But, like Wyre Bash for Oblivion, I really hope some kind of powersharing scheme can be worked out. :) I love awesome mod, and that's the one I go for at this stage, but there are other mods that I'd love to have too, but are butting heads with each other... Anyway, it just came out today, so maybe it could lead to something?

DuchessOfKvetch:
Bethseda/Elder Scrolls games were designed with modding in mind, and the company released toolkits as well as their own scripting language to create new content/locations/objects/characters etc. On the other hand, EA has locked down TS3 big time, it seems - I remember reading somewhere else on this forum that they had encrypted much of their code. There is a *limited* avenue for creating custom content, but EA does not really want folks modding The Sims at all, it seems. Ergo the hoops the actual hardcore modders have to go through - it's not so simple as just not writing over each other's XML/config file changes, or coordinating override folders full of LUA scripts and custom objects.

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