In the thread for his Armories ARKO Pack, Arko wrote this in response to requests for integrating his ongoing mod into other mods:
I thought about creating a thread about this issue, for modders working on both large and small projects and non-modding players to discuss what are the best practices moving forward.
A. Integration and its pitfalls
I am seeing a pattern of interesting mods being developed and announced and instantly half a dozen requests are posted on the mod's thread begging for rights to integration. I am as guilty as any, but I am trying to show restraint lately. What I think is needed is to limit such requests until the mod is declared complete or there is some inherent incompatibility because of the files that both mods change.
Let's face it: once you say yes you can integrate my mod you lose control over what is being done with your work. I for one feel the need to have control over what I create, and I feel the need to resist having my work integrated into a huge overhaul where I've lost both creative and quality control. That is my own personal view, and the modder has the right to hold that view and it should be respected.
B. Keeping mods compatible
There is also a need to build the larger mods with more of a view towards compatibility. I have started listing in my mod release notes exactly what files I have changed and added, which I would recommend to others with release candidates. I am ambitious with my own work, but I have taken steps to increase the compatibility of my mods with others. One way for event mods is to use the new namespace feature. Another is to use less-known features like creating new files rather than editing vanilla ones, in the interface folder for example, where I learned that instead of editing the vanilla portraits.gfx, I could add a new portraits_iberian.gfx for example. The devs are also moving towards putting files in the /commons directory into separate folders, as we see now with event_modifiers and traits. So that is also something to think about.
So I am now writing my mods to take advantage of these features. I have separated my map mod from the event mod now in development for the sake of compatibility, and I hope that others will consider doing the same. In the end, what matters is that modders have control over their own creative work and that players can mix and match mods as smoothly as possible to get the experience that they want out of the game. We should consider ways to keep information current on what mods are being updated and compatibility. The mod list that knuckey is maintaining is a great way to do this, but as the modding community develops maybe more discussion will be warranted.
Thank you for reading.
Aasmul resumed pretty well the situation.
-my mod is compatible with almost any mod, even some coa mods.
-the modular system for mods created by PI is a just a pure jewel not used enough.
-It gives me more liberty for updating and developping.
-On updates : this mod keeps compatibility even through patches without updates, or at least shouldn't causes bugs or crashes.
-as said I'm not against integration, I only limit it to situation where there is compatibility issues and complementary ones. (i don't see the point to mix it with a mod expandind the map in China as my mod is about western Coa).
-I try to keep some quality level and coherence for my coa and I don't want it to be mixed with coa made with the sad technic consisting in "take the first coa found on wiki, cut or resize it and voilà" which is a widespread method in mods -that can't be compatible-
Here are my though on it.
Next update soOn with.... more Coats of Arms and a new category of dynastic coa. Stay tuned !
I thought about creating a thread about this issue, for modders working on both large and small projects and non-modding players to discuss what are the best practices moving forward.
A. Integration and its pitfalls
I am seeing a pattern of interesting mods being developed and announced and instantly half a dozen requests are posted on the mod's thread begging for rights to integration. I am as guilty as any, but I am trying to show restraint lately. What I think is needed is to limit such requests until the mod is declared complete or there is some inherent incompatibility because of the files that both mods change.
Let's face it: once you say yes you can integrate my mod you lose control over what is being done with your work. I for one feel the need to have control over what I create, and I feel the need to resist having my work integrated into a huge overhaul where I've lost both creative and quality control. That is my own personal view, and the modder has the right to hold that view and it should be respected.
B. Keeping mods compatible
There is also a need to build the larger mods with more of a view towards compatibility. I have started listing in my mod release notes exactly what files I have changed and added, which I would recommend to others with release candidates. I am ambitious with my own work, but I have taken steps to increase the compatibility of my mods with others. One way for event mods is to use the new namespace feature. Another is to use less-known features like creating new files rather than editing vanilla ones, in the interface folder for example, where I learned that instead of editing the vanilla portraits.gfx, I could add a new portraits_iberian.gfx for example. The devs are also moving towards putting files in the /commons directory into separate folders, as we see now with event_modifiers and traits. So that is also something to think about.
So I am now writing my mods to take advantage of these features. I have separated my map mod from the event mod now in development for the sake of compatibility, and I hope that others will consider doing the same. In the end, what matters is that modders have control over their own creative work and that players can mix and match mods as smoothly as possible to get the experience that they want out of the game. We should consider ways to keep information current on what mods are being updated and compatibility. The mod list that knuckey is maintaining is a great way to do this, but as the modding community develops maybe more discussion will be warranted.
Thank you for reading.