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Refactoring masterlist messages #76

Open sibir-ine opened 3 years ago

sibir-ine commented 3 years ago

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 anchors

Animation framework (FNIS/Nemesis)

{F4,SK}SE Required Scripts

NVAC

Dynamically Created Plugins

Anchors

Masterlist-specific

TES4 Masterlist

TES5 Masterlist

SSE Masterlist

FO3 Masterlist

FNV Masterlist

FO4 Masterlist

Post-reevaluation clean-up

sibir-ine commented 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.

MacSplody commented 3 years ago

Yeah, it might be okay, the only odd part might be the ", but both files are present.".

sibir-ine commented 3 years ago

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.

sibir-ine commented 3 years ago

@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.

MacSplody commented 3 years ago

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.

sibir-ine commented 3 years ago

@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.

sibir-ine commented 3 years ago

@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.

pStyl3 commented 2 years ago

@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

ASIS Automatic Spells Automatic Variants

sibir-ine commented 2 years ago

Yeah, I'd prefer to just remove it.

sibir-ine commented 1 year ago

@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.

pStyl3 commented 1 year ago

I like your tweaked message, so I'm fine with turning this into a new anchor.

pStyl3 commented 2 months ago

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.

SSE

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.

Oblivion

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.

Fallout 3

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.

Fallout 4

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.

sibir-ine commented 2 months ago

Re the post-reevaluation clean-up, I've added some goals to make unaliased messages easier to translate.