A place for OpenMW mods

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ezzetabi
Posts: 407
Joined: 03 Feb 2012, 16:52

A place for OpenMW mods

Post by ezzetabi » 26 Jun 2013, 12:28

Since we do not mean to host OpenMW mods (See Zini comment about) I was thinking that I might make a site devoted to it.
I have an almost unused server, I need an impetus to learn html5 and css3, and I would like to contribute...

It would be a repository of (free and libre) OpenMW mod with description, pictures, comments... the usual really.

What do you think? (Too early or unneeded maybe?)

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Zini
Posts: 5536
Joined: 06 Aug 2011, 15:16

Re: A place for OpenMW mods

Post by Zini » 26 Jun 2013, 12:35

The last time I checked (admittedly a while back) there were plenty of sites that are hosting MW content. I am sure it wouldn't take much effort to convince them to also accept content that requires OpenMW.

ezzetabi
Posts: 407
Joined: 03 Feb 2012, 16:52

Re: A place for OpenMW mods

Post by ezzetabi » 26 Jun 2013, 13:39

It is also true that many places accept non-free content bringing to lots of nice and hard to use content. But I get your point. Too bad.

Tarius
Posts: 574
Joined: 24 Oct 2011, 19:29

Re: A place for OpenMW mods

Post by Tarius » 27 Jun 2013, 06:19

I am sure that Fliggerty would have no problem with this. He already hosts like everything.
I am a bigger fan of tons of control rather than taking the "user-friendly" approach.
-Okulo

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pvdk
Posts: 523
Joined: 12 Aug 2011, 16:34

Re: A place for OpenMW mods

Post by pvdk » 27 Jun 2013, 10:03

Hmm I've been playing around with this idea as well, and I really would like to make the Launcher a sort of package manager for mods. Something like what KDE has for Plasma add-ons and wallpapers. That would make mod installation and deletion a whole lot easier.

Chris
Posts: 1559
Joined: 04 Sep 2011, 08:33

Re: A place for OpenMW mods

Post by Chris » 27 Jun 2013, 10:29

pvdk wrote:Hmm I've been playing around with this idea as well, and I really would like to make the Launcher a sort of package manager for mods. Something like what KDE has for Plasma add-ons and wallpapers. That would make mod installation and deletion a whole lot easier.
Perhaps we could port/extend Wrye Mash. Or see if Nexus Mod Manager would accept code contributions for a Linux port as well as supporting Morrowind (the nexus site does have a Morrowind section).

Mod management needs much more to work with than simply installing/uninstalling mods. You have to have ways of detecting and dealing with conflicts (some of which may be fatal, others not), changing install order (praise be Wrye Mash's anneal function), etc. Some mods may even have options for what parts of it you want to install. Savegame and screenshot browsers would be nice, too, as well as handling INI tweaks. Mlox integration would be good as well.

wheybags
Posts: 207
Joined: 21 Dec 2012, 19:41

Re: A place for OpenMW mods

Post by wheybags » 27 Jun 2013, 11:53

IMO, checking conflicts is unnecessary.
The user's not an idiot, if they install two overhauls of Balmora, tehy should know it's not going to work.
What I'd like to see would be something quite similar to OBMM for oblivion, which I think was better even than NMM.

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Rhys
Posts: 113
Joined: 06 Aug 2011, 01:51
Location: Australia

Re: A place for OpenMW mods

Post by Rhys » 27 Jun 2013, 13:41

OBMM is awesome.

Tarius
Posts: 574
Joined: 24 Oct 2011, 19:29

Re: A place for OpenMW mods

Post by Tarius » 27 Jun 2013, 18:20

Chris wrote:
pvdk wrote:Hmm I've been playing around with this idea as well, and I really would like to make the Launcher a sort of package manager for mods. Something like what KDE has for Plasma add-ons and wallpapers. That would make mod installation and deletion a whole lot easier.
Perhaps we could port/extend Wrye Mash. Or see if Nexus Mod Manager would accept code contributions for a Linux port as well as supporting Morrowind (the nexus site does have a Morrowind section).

Mod management needs much more to work with than simply installing/uninstalling mods. You have to have ways of detecting and dealing with conflicts (some of which may be fatal, others not), changing install order (praise be Wrye Mash's anneal function), etc. Some mods may even have options for what parts of it you want to install. Savegame and screenshot browsers would be nice, too, as well as handling INI tweaks. Mlox integration would be good as well.
This is so correct. Something like Wrye Mash is definitly needed. I have literally a couple hundred mods and even more replacers installed. No way I would have been able to keep track of everything without wrye mash.
I am a bigger fan of tons of control rather than taking the "user-friendly" approach.
-Okulo

ezzetabi
Posts: 407
Joined: 03 Feb 2012, 16:52

Re: A place for OpenMW mods

Post by ezzetabi » 27 Jun 2013, 19:03

I tend to use UnionFS, it works fine to separate completely different view of the game. But I agree something official with OpenMW would be useful. On the other hand I would see useful a OpenMW-only mod site... so probably I am not the best to judge.


About conflict checker, I think it would be also useful. Of course if you use two Balmora expansions you can expect problems, but many other modification are much more subtle. For example, I remember there is an armor replacer for the Dark Brotherhood that also change the message you see when you got attacked by night. Apparently it was not in conflict with my reputation-based-attack mod, but in fact it was.

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