FaQ accuracy about mod combalibility

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psi29a
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Re: FaQ accuracy about mod combalibility

Post by psi29a » 21 Jan 2015, 09:40

sjek wrote:Then it's how you define future. As a word it's clear meaning but as in back to the future movies it's relative and more so in people's minds so gonna about more of eventual support as it's more knotted to openmw timeline than in general timespace. Nevertheles getting to 1.0 will take it's time so it's also taste guestion.

And for the scripting that goes more to the weekend. Looking for mwse mwe and such mods whitch are already possible without vanilla limitations should be simple enought for starters
wordsmithing and wordlawyering isn't going to solve this. OpenMW isn't ready (1.0) yet, it's scripting side isn't fully baked yet.

Once 1.0 has landed, then the 'future' will be removed and a less vague (more concise) message about scripting will be given.

This isn't to slam the door on discussion or even mod testing and bug reporting. :)

For those mods that don't work, they are either:
1) broken to begin with on Morrowind and need to be fixed there to work on OpenMW.
2) there are missing features in OpenMW's scripting implementation, file bug, we'll eventually fix these.
3) use a 3rd party library, in which case the mod needs to be updated to use OpenMW's way of doing things, or it will not run.

There will be mods that just don't work and we can't do anything about them. They are the mod author's responsibility. The engine will bend-over backwards for most mods, but there are lines that shouldn't be crossed that make maintainability of the engine difficult. Better to cut the loss and move on.

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sjek
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Re: FaQ accuracy about mod combalibility

Post by sjek » 21 Jan 2015, 19:28

then it goes to testing, scripting, bugreporting and documentation .p
"life is crazy"
"craziness has beauty which only crazies understand" some movie clip in the head.
https://wiki.openmw.org/index.php?title=Testing

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Dragon32
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Re: FaQ accuracy about mod combalibility

Post by Dragon32 » 22 Jan 2015, 20:09

Maybe add this to the FAQs?
psi29a wrote:<snip>
For those mods that don't work, they are either:
1) broken to begin with on Morrowind and need to be fixed there to work on OpenMW.
2) there are missing features in OpenMW's scripting implementation, file bug, we'll eventually fix these.
3) use a 3rd party library, in which case the mod needs to be updated to use OpenMW's way of doing things, or it will not run.

There will be mods that just don't work and we can't do anything about them. They are the mod author's responsibility. The engine will bend-over backwards for most mods, but there are lines that shouldn't be crossed that make maintainability of the engine difficult. Better to cut the loss and move on.
I'm guessing if "Why doesn't mod x work with OpenMW?" isn't a FAQ now it soon will be.

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