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RedRooster81

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I think that there needs to be an ongoing relationship, however loose, between someone managing an overhaul and those who wrote the mods used in it. Maybe we need to rethink overhauls and move towards a more modular idea.

I first started modding the Elder Scrolls games, where you can attempt to run any number of mods at the same time, and there is a load order saying which mods are loaded first, with those loaded last overwriting anything that alters the same part of the game. There are three approaches basically: having one big overhaul; having one base mod that you make other mods compatible for (this is the approach that I would like to take with CK2 modding); and running different mods simultaneously and hoping for the best (user-made tools have been designed to work out compatibilities with limited success).

As dauncosony pointed out, the commons folder is a problem for compatibility, and I think that you need to have a base mod that stores all the variables that all the mods you have running will refer to. The files that have been moved to separate sub-folders within /commons are much less of an issue, actually there is no problem with them now. It would be the responsibility of the overhaul modder (whatever you want to call him or her) to maintain the /commons folder and compatibility between his overhaul mod and the other mods that he would make his own mod dependent on. The current system means signing over your rights to your own mod to be included in an overhaul. What I want to attempt is to have an overhaul that would consist of my own changes to /common and /map that would cause compatibility problems and making my mod dependent on the work of others. Of course, this would require that the creators of the other mods remain active and keep theirs up to date. Things happen in life and like other free associations, modders drop in and others get into it. But there needs to be communication and in case that happens the right to integrating the smaller mod into the larger.

The point of all this would be to allow the original modder continued control over his or her own mod. If there is a problem, the player should go to the original modder, not the overhauler. The overhauler could also have the right to create versions of the mods that he relies on that are compatible with his overhaul. But the ultimate rights within the community would belong to the original modder.

There is no reason to fully integrate mods that add traits, events, and event modifiers. Overhauls can integrate these to the degree that you want to use another modders' traits and event modifiers in your own events or add traits and event modifiers from more than one modder into the vanilla or your own events. So there is a grey area there.
So there I suppose is my speculation on what an overhaul could look like while keeping ultimate rights over the component mods with the original modders. To summarize:
1. the overhaul mod would contain the basic files that cannot be combined with other files--landed_titles, religion, etc.
2. the overhaul would be dependent either on other mods or versions of these mods that the overhauler has made compatible with his overhaul.
3. in those cases where for the sake of compatibility events or decisions are created that use resources from one or more other mods, full credit will be given at the beginning of the file and with comments along the way.

I am not trying to legislate anything here. But the way that I operate is that I want everyone to have their creative rights respected and keep their work separate from what I created myself. I will be trying to do this with my own modding, and I encourage others to do the same.
 

duinnin

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To everyone, I want to apologize for the "its just code" comment I made the other day. It was harsh and disrespectful to all the hard work modders do. While I may not share the attachment to my work as other modders, I do respect, sincerely, everything you do. Keep up the great work!! Its not easy and usually its a thankless job. I thank you.
 

Wizzington

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As the author of one of the major compilation mods, I just want to say that I can certainly understand some frustration in having your mod 'swallowed up' by one of the megamods and the author of that megamod then being essentially given all credit/feedback. CK2+ would not be half of what it is without all the wonderful mods that I have integrated into it.

I also think that it's generally a good idea to wait at least a few versions before integrating a mod, unless the mod is very limited in scope or something that can very easily be kept up-to-date. I fell into the pitfall of integrated mods before they were 'ready' early in CK2+'s development cycle and it caused me quite a few headaches. Nowadays I try to be more patient.

I wonder what would be the overhaul modders' take on the posts on this thread... Some interesting issues to contemplate, for sure.

Personally, when bugs are brought up with an integrated mod I try to make the author of that mod aware of the issue, although I'll usually devise a fix myself unless the bug is minor enough to wait for the submod to update.
 

Arko

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little bump on this thread as 1.06 will come with improved and more flexible modular modding.

let's discuss about it ;)
 

chatnoir17

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Does anyone have interest on adding provinces in the continent.txt in the map folder? It is not completed in the current vanilla, but it would be nice if we could work together to finish it and could use it as common file for everyone.
 

Arko

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Does anyone have interest on adding provinces in the continent.txt in the map folder? It is not completed in the current vanilla, but it would be nice if we could work together to finish it and could use it as common file for everyone.

are the regions defined there used ?
 

chatnoir17

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Yes, the data is in fact about regions, but defined as continents in the file.

If we have the same finished file, we can control regional events with trigger "continent = XX" instead of writing province ids. For map changing mods it would be useful since we don't need to check each event by compilation, but just to put additional province id in that file.
 

Meneth

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Yes, the data is in fact about regions, but defined as continents in the file.

If we have the same finished file, we can control regional events with trigger "continent = XX" instead of writing province ids. For map changing mods it would be useful since we don't need to check each event by compilation, but just to put additional province id in that file.
Have you tested if that trigger works?
 

chatnoir17

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Have you tested if that trigger works?

It works in my Hanseatic League mod, though a province can belong to only one region, since the regions are defined as "continent". F.e. we can't put Köln both in Germany and in Rheinland.
 

Meneth

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It works in my Hanseatic League mod, though a province can belong to only one region, since the regions are defined as "continent". F.e. we can't put Köln both in Germany and in Rheinland.
Ah, that's neat.
I guess an improved region system would be useful for modding.
 

chatnoir17

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Ah, that's neat.
I guess an improved region system would be useful for modding.

Yes, and I guess Paradox could introduce the finished file in a patch.

Of course I can do the above work with my own hands, but I would rather divide the task into some regions and collaborate with some people, since adding over 900 provinces is bit boring.
 

Arko

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Yes, and I guess Paradox could introduce the finished file in a patch.

Of course I can do the above work with my own hands, but I would rather divide the task into some regions and collaborate with some people, since adding over 900 provinces is bit boring.

1st thing to do is defining the said regions. thoses continent are a bit too big, especially if no overlapping is possible between them
 

Meneth

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I'm not sure how useful regions are if one cannot have any overlaps. It is of course useful for mutually exclusive factors, but most things one might want to script by aren't mutually exclusive (E.G., trade relations).
 

chatnoir17

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1st thing to do is defining the said regions. thoses continent are a bit too big, especially if no overlapping is possible between them

How big should meaningful regions be? Since we can also control regions with de jure realms, at least two or three kingdoms could be combined as British isles in that file.
 

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How big should meaningful regions be? Since we can also control regions with de jure realms, at least two or three kingdoms could be combined as British isles in that file.
We'll have a British Empire soon though, so not sure there's much point to that?
 

Arko

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How big should meaningful regions be? Since we can also control regions with de jure realms, at least two or three kingdoms could be combined as British isles in that file.

allright if de jure regions can already be used, the continent scale should do the trick. next depends on what someone want to do with. your Hanseatic/trade mod and you season/climate mod might require a different continent setting.

Draining basins and mountain ranges can also be a more generic & geographical setting (like CK1 areas)
 

chatnoir17

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I'm not sure how useful regions are if one cannot have any overlaps. It is of course useful for mutually exclusive factors, but most things one might want to script by aren't mutually exclusive (E.G., trade relations).

The core of my suggestion is using the same region(continent) file basically instead of setting regions for each mod. For my example, I could make different continent.txt in HL mod and Climate mod (controlling events with these regions is easier than with province id), but this makes both mods incompatible. This could happen with other mods, too. So I have asked to complete that continent file as common data.
 
Last edited:

Arko

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We'll have a British Empire soon though, so not sure there's much point to that?

not sure everyone will keep the (so hated) de jure empires.
+ DJ areas can flustuate with the de jure drift mechanics : that can make sense or not depending of the use of continents
 

chatnoir17

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We'll have a British Empire soon though, so not sure there's much point to that?

It is just a case and British isles is already completed. There are other unfinished regions and the Orient is not defined at all.

next depends on what someone want to do with. your Hanseatic/trade mod and you season/climate mod might require a different continent setting.

Well, they have different concepts about regions, but at least some part of both mods could be controlled with the same region file. For the other part I still have to use province id, but using the common region defines can reduce the work.
 

Meneth

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not sure everyone will keep the (so hated) de jure empires.
+ DJ areas can flustuate with the de jure drift mechanics : that can make sense or not depending of the use of continents
I'll be keeping the empires in my mod at least, but will rename them so they're not actually named empires.