balketh

Eggbug was here. Eggbug mattered.

Goblin Party @ My Brain 24/7 | A week shy of 33 before Cohost closed. Cis, ACAB forever, Trans Rights Are Human Rights forever.

RIP Cohost 2024. You were the best social media site to have ever been done. Long live eggbug. If you're seeing this in the future, on some archive, be kind to others. It's the only way things get better.

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None of the efforts I made the last time I modded Morrowind to guide myself upon my inevitable attempt to return to the same game/install months later helped me at all. It is a complete disarray, the game won't launch in any modded profile, and none of my fixes work. Deep sigh.

The name of my boulder is 'Modding', and the mountain up which I roll it, 'Morrowind'.


The only saving grace is that I still have all the mod files, so with a bit of digging (thank fuck for the Everything search program), I'll be able to skip a lot of downloading, which is a lot of extra steps, and will even be able to skip some of the file processing. Morrowind mods don't all update super frequently - sometimes it worked fifteen years ago, and it still works now, even on OpenMW. (More likely that it worked in 2021 in OpenMW, and still works now).

deeeeeeep sigh.

I truly don't know how to better leave indicators of my work and progress. In well over half the cases of a 500+ mod list, hand-crafted changes need to be made to mods to get them to work correctly (everything from the smallest patch or file choice or folder structure, to full-scale rebuilds/cleans/bugfixes), and it's hard to fully and truly indicate the work done.

I have like 10 folders of Graphic Herbalism in different states of completion. One clearly says COMPLETE, but it has the oldest Date Modified, and the guide has absolutely been updated since then, but the naming conventions are otherwise the same for the updated guide, so I have absolutely no idea what's real and what's not here.

Not to mention all the little tricks and workarounds that are needed to get ModOrganizer2 to play well with OpenMW with mods (which has now changed in the latest version of OpenMW, too!). Having to manage MO2's virtual file system (which almost always necessitates running things from within its VFS to recognize them), but remembering OpenMW doesn't need to do that, and is instead managed another way.

This is supposed to be a modular and reversible process, but, fuck me, it takes so much extra work on my part to have the final result be modular like it's supposed to be. Mod lists are built in such awfully interdependent ways that it's almost incompatible with the idea of modularity.

Deeply frustrating, when it genuinely takes even a single minute to get through a single item on the list (and that's moving pretty fast in a lot of cases), and there are ~550-ish mods worth checking out (maybe 50-100 crucial ones, but they need blending and updates to fit in nicely, and then you want to round out the blending and updates otherwise original textures stick out like sore thumbs, and then you end up ~300 mods deep and might as well go whole hog...). It's still a couple hours, minimum, of intense focus, which I can only hope for in the middle of a medication uptick.

Guh.

It's too many added steps to put a txt into each archive detailing what, if anything, I've done, when it was DL'd, etc, and I hate making changes in MO2 b/c they're not reflected in the archive (for better or worse), meaning if I lose comprehension of the mod list (which I have), I lose a LOT of work hidden in the VFS. All that remains is extremely verbose naming of each archive with truncated changelogs and dates, so I know that a mod has been tweaked to necessary specs, and when (in a date that Windows can't fuck up.)

Which is still so much extra work. Blegh.

Fucking slow-ass process.

Tempted to just rip a copy of my partner's setup and try to start from there, since it's much easier to update a working copy (as the list I use provides a good changelog so I can just follow it into current version), but that's not accounting for all the OpenMW tricks and updates and shit... Egh.

It's a lot. But I fuckin' love this game. So much.


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in reply to @balketh's post:

First of all, that sucks, dude. I'm sorry you have to deal with Computer Bullshit™ when you just want to play your videos gaem. I want to highlight one statement of yours:

In well over half the cases of a 500+ mod list, hand-crafted changes need to be made to mods to get them to work correctly (everything from the smallest patch or file choice or folder structure, to full-scale rebuilds/cleans/bugfixes), and it's hard to fully and truly indicate the work done.

I deal with this sort of nonsense at work all the time. For example, the game I'm working on has a localization process where it downloads the required JSON files but puts them in the wrong folder. And even when you move the files yourself, it helpfully puts them in the wrong folder again! It's infuriating when you just want to submit your changes. But the localization process is not my department, so I don't want to mess with it. Instead, I've written a small Python script that runs the process and then automatically moves the files to the correct folder. And you could do something similar! You could write a script (doesn't have to be Python) that does all the Morrowind patching and other computer bullshit for you, and the script becomes the documentation for the process. It would be for personal use only, so you can leave it messy as all heck, and every time you want to change your setup, you would do it directly in the script.

Hope that helps! And if not, thanks for reading!!

SO WHAT I WAS ON ABOUT is this is a good idea. I don't know how I'd approach it, I don't know python - in fact, I'm not directly fluent in any language (despite like two hundred hours of javascript!), and need to relearn it the moment I want to do anything in coding, which is fucking annoying, but

Having scripts written to do these tasks for me would A: guarantee the thing is done, B: create a record of my progress via the scripts, C: be reusable work that can make the process easier next time if I need to redo it, and D: depending on how I write it, could be usable for others (at least in the specific context of the mod changes required for the specific list I'd be building from, but since that's the biggest OpenMW list, it has a chance of being useful to others as well), these are great motivations to consider.

In a Windows environ, the question is how. Do I just... batch script them? AHK? Do I try to wrap my head around a method I haven't done before in this specific desktop file manipulation script method, like javascript or python?

Any advice appreciated. :D

If you already have JS experience, that's great! You could actually write a script using Node.JS, although it's probably more painful than it's worth. I would advise against writing a batch script as it's just one of the gnarliest programming languages ever invented. Writing it in Python instead is best for your sanity; you can then run python mwmods.py as a single command. As for how to get started, it's the same as any other language: Google your specific problems until they go away. I Google "python how to read file" like once a week, and I (allegedly) do this shit for a living!

I 'love' that it's literally DECADES since MW's release but modding it to a playable state is still this obnoxious. The ongoing mod headache is a reason I haven't tried to play in awhile despite MW being my fav game of all time forever. Good luck getting it operational!

It's in part due to the nature of modding, right? It's an entirely volunteer thing, there's no onus to keep a thing updated or bug-fix it, and in a lot of cases, there's no like, set format due to differing methods of implementing those mods, (MO2 or Vortex or Jabberwocky or just raw-doggin', as well as MGE/X/MWSE or OpenMW w/ w/o Lua, etc etc etc) but there's all the tumult around proper attribution of original work, plus the desire for customization and personalization, so it's not like we can just bundle it all up and release it as a one big zip. Sadly.

But, constantly do I wish I could just check some boxes, let a thing download for a few hrs, come back, and bam, modded load order. :<

Yup true. Generally once it's finally done the hassle is worth it... I haven't really played much recently so I'm looking back at the modding scene like omg, there's a whole new learning curve. The last time I felt hip with the modding times was maybe 2015. A lot has been added, especially with LUA and OpenMW (and I'm not a programmer & will need to learn new terms) so getting back into it will be extra fun. Even if mega bundles of mods WERE available, I'm probably too picky and would want to hand-select mods anyway haha.