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.
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.
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.
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.
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.