Open sibir-ine opened 3 years ago
@MacSplody @pStyl3 For &incWithPatchVersionX
, maybe we can replace it by using a combination of an inc
plugin
key & a display
file
key?
&incWithPatchVersionX
is as follows:
- &incWithPatchVersionX
type: error
content: 'Incompatible with %1% or greater.'
& is currently only substituted with Fallout 4 Patch 1.5.157.0
.
However, we could use inc
& display
keys like so:
inc:
- name: '../Fallout4.exe'
display: 'Fallout 4 1.5.157.0+'
condition: 'version("../Fallout4.exe", "1.5.157.0", >=)'
to display a message like:
This plugin is incompatible with "Fallout 4 1.5.157.0+", but both files are present.
Do you guys think this message would convey that the plugin is incompatible with Fallout 4 version 1.5.157.0 & greater well enough? That way, we can also get around having an untranslated "or greater" if we just substituted that into the display
key.
Yeah, it might be okay, the only odd part might be the ", but both files are present.".
Yeah, it might be okay, the only odd part might be the ", but both files are present.".
Yeah, @Ortham mentioned rewording that part in #55. Something like this might be all the more reason to reword it.
@MacSplody @pStyl3 For &incompatibleWithWeatherMods
(TES4) & &incWeatherImageSpace
(FNV), should we merge these & keep the new alias? Or should we replace them with incompatibilities for a couple of popular weather mods for each mod using them? Combined, they're both only used 11 times (6 in TES4, 5 in FNV). Considering we don't provide blanket statements on incompatibilities anywhere else, I prefer the latter. We can also add &compatNotes
if any of the mods in question have any.
Or should we replace them with incompatibilities for a couple of popular weather mods for each mod using them?
Replacing them with an incompatible list would work. People do have a habit of using these types of mods together despite being told. &compatIssuesWithX and &compatNotes would be fine as well, But it depends on them having compatibility notes we can link.
@Ortham @MacSplody @pStyl3 Considering that the file
structure has a display
key that an inc
key can utilize to print things other than file names, I think we probably should reword the incompatibility message. I think it'd be enough to just remove the word "files" (i.e. This plugin is incompatible with X, but both are present.
), but it'd be good to look at some other ideas & consider any edge cases we can think of before anything is set in stone.
@MacSplody @pStyl3 What do you guys think about the global "Dynamically Created Plugin" message in the SLE masterlist?
Here it is for reference:
- type: say
content: 'A dynamically created plugin is installed. Please refer to the author''s notes for more information on determining the best load order.'
condition: 'file("ASIS(-Dependency)?\.esp") or file("Automatic (Spells|Variations|Variants)\.esp")'
We already have load rules for the mods it references (a few of which are outdated & have been superseded IIRC), so maybe we don't need it? Though, we could repurpose it to check for more dynamic patches instead.
@sibir-ine Since the "Dynamically Created Plugin" message is only to be found within the SLE masterlist and is also pretty generic, and we already have late loading groups assigned for the plugins that will display the message (if the condition is true), I wouldn't mind removing it.
- name: 'ASIS.esp'
group: *latePatchGroup
- name: 'ASIS-Dependency.esp'
group: *asisGroup
- name: 'Automatic Spells.esp'
group: *latePatchGroup
- name: 'Automatic Variations.esp'
group: *latePatchGroup
- name: 'Automatic Variants.esp'
group: *latePatchGroup
Yeah, I'd prefer to just remove it.
@MacSplody, @pStyl3, how do you guys feel about turning:
Another mod seems to be overwriting one of this module's essential files. Please ensure you're using this module's version of %1%.
into an anchor? It's used three times in total in the SSE & FO4 masterlists (they were copied into the VR masterlists as well) as well as a variation in the FO4 masterlist:
Another mod seems to be overwriting one of this module's essential files. Please ensure you're using a compatible version of %1%.
If so, maybe we should opt for the variation as it's technically correct in the case where the only compatible version is the original. Though, maybe we should tweak the message to be more clear in both cases. Maybe something like:
Another mod seems to be overwriting one of this mod's essential files. Please ensure you're using this mod's version of %1% or a compatible version if available.
We also use mod significantly more often than module, so I changed that as well.
I like your tweaked message, so I'm fine with turning this into a new anchor.
With closing https://github.com/loot/skyrimse/issues/2587 the single last point of this issue to address is
Post-reevaluation clean-up - Tweak remaining unaliased messages for easier translation
I've gone through the masterlists and found 8 more unaliased messages that should be reevaluated.
SkyUI_SE.esp
BSAs known to include files from an older version of this mod: {0}.
dD - Realistic Ragdoll Force -.*.esp
It''s recommended that other mods be allowed to overwrite this mod''s resources (e.g. meshes, textures).
Nemesis PCEA.esp
This file may become corrupted. To resolve this, reinstall Nemesis PCEA.esp and run the Nemesis Unlimited Behavior Engine.exe again.
Niben Bay Camp.esp
This mod must be activated before you speak to Haskill for the first time.
OCO_(DLCHorseArmor|DLCMehrunesRazor|DLCOrrery|DLCThievesDen|KnightsOTN|KvatchRebuilt|UOP_USIP)_Patch\.esp
This file is not required when using Wrye Bash''s Bashed Patch v309+.
FCOM_VanillaItemReleveler.esp
This file is deprecated and should no longer be used.
Mart''s Mutant Mod - (Dynamic Player Scaling|Feral Ghoul Rampage|Hunting & Looting|Increased Spawns|Increased Increased Spawns|Reduced Wasteland Spawns|Soft Unleveler|Soft Unleveler Hardcore)\.esp
Legacy File - Only required if the mod configuration menu setting does not work.
sakhalinwasteland.esp
This plugin removes terrain in the Far Harbor DLC.
After these messages have been reevaluated I think we can finally close this issue.
Re the post-reevaluation clean-up, I've added some goals to make unaliased messages easier to translate.
Preface
This issue will keep track of message refactoring across all masterlists. It's important to refactor messages to reduce redundancy, keep messages centralized, & give translators less work to do.
Global Messages
Various
requires*SE
anchorsglobals
nodesrequires*SE
anchorsAnimation framework (FNIS/Nemesis)
{F4,SK}SE Required Scripts
NVAC
Dynamically Created Plugins
Anchors
semiCompatible
withpatchUnavailable
ReevaluateonlyUseSmashOrBash
(could be replaced withuseOnlyOneX
)Masterlist-specific
TES4 Masterlist
TES5 Masterlist
fixedInOfficialPatchX
with variousalreadyInOrFixedByX
anchorsfixedPluginOutSub
&fixedPluginPreCK
withobsolete
patchRequiem3rdParty
withpatch3rdParty
installOriginalResources
with newrequiresResources
(see https://github.com/loot/oblivion/issues/232#issuecomment-803494121)SSE Masterlist
FO3 Masterlist
FNV Masterlist
incMaxLevelMods
withuseOnlyOneX
incWeatherImageSpace
with incompatibilities for a few weather modsFO4 Masterlist
alreadyInFO4
withalreadyInOrFixedByX
dlcVersion
withuseVersion
incWithPatchVersionX
with an incompatibilityinsteadSKEPatch
with an incompatibilityPost-reevaluation clean-up