QUOTE
However there is an other side of coin as well - if we're going to refuse certain parts of FP as mod-breaking we could as well refuse an official patch (or even the entire ToB, can't remember which one of them does it).
Ardanis, I think you might have missed one of the main points.
First of all, changes which fix real problems are acceptable, even if other third-party mods may be negatively affected by it. The justification is obvious. The consequences are acceptable: there aren't many such changes in a fixpack (compared to the huge number of cosmetic, subjective "fixes"), so it's not a big deal to prepare other mods for them. I will detail this point in my reply to DavidW and plainab, in a longer form.
Furthermore, let me quote something (from Sorcerer's Place):
QUOTE(Baronius)
QUOTE(DavidW)
(Example: suppose that Bioware released another official patch. They probably wouldn't give a damn about mod compatibility, and it might well break lots of things. That might make it annoying from the mod community's perspective, but it wouldn't make it buggy.)
[..] Bioware is over any mods, it is basically an "authority". Let me tell you an example. Here is a standard European
plug. It fits into a standard socket. If a European manufacturer produces a plug which doesn't fit the standard socket, e.g. due to an error in the manufacturing process, it is going to "buggy", and no one will use it. On the other hand, if the standardization organization/authority ("Bioware") accepts and releases a new socket, it will make all earlier plugs incompatible, but manufacturers will have to follow it.
In other words, Bioware is an authority in this case. G3 Fixpack isn't.
This is justified from a technical point of view as well. (One could say that G3 Fixpack could also be considered as an authority if everyone accepts it.)
(1) An official patch changes how many things -- not many. Very few things, compared to a large mod/fixpack.
(2) An official patch is released once or a few times at most, with few changes, as stated above.
To sum up, an official patch is strongly static, contains few changes compared to a big mod, and on top of it all, it's authoritative.
QUOTE(Lorph Halys)
Now what gives your claim more weight than mine at this point?
Perhaps exactly his credibility...
Furthermore, everyone can make judgements based on own research and experience. It isn't Sikret's task to spend a lot of time searching for bugs in someone else's work. That should be done by the authors of that work.
Sikret's statements are based on thorough experience, he doesn't need to find all bugs in a mod to realize that a mod is buggy. If you have proper skills and knowledge in a certain field, you can deduce many important statements from it. Nonetheless, the main point is what I've already said: everyone is free to check these things on his or her own. Everyone is free to check the older (and newer) posts of the G3 Fixpack forum and other forums, to find out what each release of the G3 Fixpack broke in the original game.
QUOTE(DavidW)
To avoid getting enmeshed in a philosophy-of-language debate (which I recognise I started
), can I just ask if you agree with my points 1-4 about my hypothetical "DavidW's developer-intent mod"?
I think so, yes, but this point is special:
QUOTE
2) it's entirely up to me to what extent I worry about third-party compatibility (you've defended the position that this is a nice feature but not a requirement).
If it's intended to be a fixpack or anything which is supposed to offer a base for others' works, then it's reasonable to strongly expect your work not to break those third-party works, with changes that are subjective and not necessary. In other words, if you make a mod which adds new content or improves the game in a certain way, and this mod can be installed by players if they wish (according to its installation instructions), then supporting compatibility is your own choice. (One might argue that UB is exactly such a case, so why did Baronius bring it up? Well, the Crooked Crane change is a good example of what the G3 Fixpack does to a great degree. Furthermore, it's reasonable to expect compatibility-friendliness from non-fixpack mods too, but not as crucial as in case of fixpacks.) On the other hand, for fixpacks, being compatibility-friendly is a crucial expectation. On top of it all, if this fixpack is well-known and players believe they must install it (because that is what the advertisements imply too), the responsibility is ever bigger.
Thanks for the offer to direct me to literature of philosophy of physics, I will remember it if I ever get more interested in that field/topic.
@plainab:
Then we seem to agree in several things. This is what I've been trying to emphasize all the time (including our discussion with DavidW): if a fixpack has an objective,
technically estabilished justification for a change, then the fixpack has right to monopolize an interface, touch a dependency etc. On the other hand, if a change is subjective
and may affect third-party mods in a negative way, it is no way a fix. Put it to a tweakpack or "game improvement" pack, but not a fixpack.
The G3 Fixpack developers used to refuse such arguments of me by saying "who decides what is subjective" and similar questions. Furthermore, DavidW had a remark, where he expressed that deciding what is subjective can be itself a subjective decision. In my reply, I presented that for 99+% of changes, there is a reasonable way to classify whether they can be considered fixes or not. The rest <1%, even if incorrectly allocated, doesn't really influence the global impact a fixpack might cause, their role is marginal.
So the possible problems a fixpack may introduce for third-party mods can only be due to important, technically estabilished fixes. Since the number of such fixes isn't nearly as high as the count of comfort, cosmetic, subjective etc. changes, the number of problems of this nature will be low, and thus can be sorted out easily.
On a side note, I haven't emphasized it so far, but the correct categorization and revision of "fixes" (fixes and changes) has other advantages as well. It is because the tons of various subjective, cosmetic etc. changes increase the complexity of the "fixpack" (no matter how well-structured it is), and this results in more general bugs (G3 FP introduces game bugs in its every release, and this is one of its reasons). If the developers focused on the actual mission of a fixpack ( = correcting problems that have an actually negative, noticeable effect -- this is what Blucher suggested them too), there would also be many less bugs of the type mentioned by coaster too in his above post.
As far as your questions are concerned about creating a better and user-friendlier system than WeiDU, I think it's better to answer those in a different topic. I will do it now.