I will devide my post into two categories: Common modders' false beliefs and common players' false beliefs. I will then edit this post to add more entries and more arguments to each category rather than posting new posts. So, please revisit this post frequently.
Common modders' false beliefs:
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Patching files (via WeiDu) is almost always preferable to overwriting files:
This is a very badly spread false belief. I can think of a few arguments (and many examples) against it:
I can think of numerous cases in which if both mod A and mod B use WeiDu to modify (patch) a file, the two mods will turn to be totally incompatible; whereas, if at least one of them had overwritten the file, at least a minimal and acceptable degree of compatibility could have been achieved.
Moever, there are cases in which if both mods patch a certain file, the result will be a bug in the game (even if both mods have used correct patching codes).
Of course, I don't deny that there are also equally cases in which patching is preferable to overwriting; however, the cases in which overwriting is preferable to patching are much more frequent than some people think and advertise.
Let me give you examples of both situations:
- An example of when patching is preferable to overwriting:
If for any reason, you need to modify the INTERDIA.2da file, patching it is a much better choise than overwriting it, because overwriting that file will cause unnecessary incompatibilities with all NPC mods which have been installed before your mod.
- An example of when overwriting a file is preferable to patching it:
If you are the author of a tactical mod and you need to modify the STATS.ids file, overwriting it is a much better choice than patching it. Patching that file can at best (and if you are lucky) result in the same outcome you can gain by overwriting it, but there are many possible scenarios in which patching that file can lead to disasters. Since patching preserves the changes made by previous mods to the file, if some other mod has already changed the STATS.ids file, its changes to it will remain if you try to patch it. Consequently, the final STATS.ids file which will remain after applying both mods' modifications will be neither the first mod's intended file nor the second's, but an invalid mixture of them. Consequently, neither the first mod's scripts will work properly nor the second mod's.
The main point is that patching preserves previous mods' changes to the file and this is not always desired and beneficial. STATS.ids is one of the best examples of files which should not be modified in more than one way (or by more than one mod) and it's not desired to preserve other mod's modifications to it. You should either leave it intact or if you want to touch it, you should overwrite it, because having extra entries and modifications of other mods in that file can never be something desired and doesn't even lead to compatibility with other mods.
Encouraging modders to patch the stats.ids file and discouraging them from overwriting it is one of the biggest lies and false beliefs in the history of modding community. The G3 site is one of the main culprits for spreading such false information and some naive modders repeat what they say without thinking for a second time.
A good example of spreading such false beliefs is what CamDawg and some other people have written in
this thread. They either don't understand what they are talking about or were deliberately spreading false information to mislead other modders (or pehaps a mixture of both).
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Dynamic and systematic modification of other mods' files is ethically right and ensures a high level of quality and compatibility:
This is another common false belief. If some items, spells, etc... of another mod makes it incompatible with your own mod, the ethically right thing to do is to announce that mod as incompatible with yours rather than adding codes to your mod to dynamically detect other mods' files and modify them without the other mod's author's permission. However, many modders have taken this as granted that they have the right to do such modifications
if they use WeiDu to do it (interestingly, they will frown upon similar modifications if they are done by simply overwriting other mods' content; but if it is done by WeiDu, they are happy with it! Actually, doing such modifications are simply wrong, no matter if it is done by WeiDu or not).
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Players are testers (since modders are not paid for their work, they don't need to test their mods and release bugfree mods).
Bugs won't make your mod a low quality mod, because it's natural to have bugs:
This is a false belief spread out by modders of low quality mods. They release untested and heavily bugged mods and pretend that it is natural. That's what I call "Mistaking players for testers". I have already written a lot about this on previous occasions and will probably write more in the future.
Before the release of Improved Anvil, most players were totally deceived by the propaganda of certain modders to believe that the existence of serious bugs in a mod is something very natural. Once IA was released, it proved itself as an excellent example of a bugfree mod. Players started to realize that it is indeed possible to release stable mods and those other modders had been fooling them for all those years.
Another related phenomenon is that some modders tend to hide the bugs in their own mods or in their friends' mods just because they don't want players to stop using those bugged mods. One astonishing example is what you can read in
this post. What players read there is a misleading recommendation, because that particular component of that certain tweakpack is totally broken and has several hidden bugs which can easily break other mods' content. The author of that tweakpack has released several bugged mods and has never cared to fix them; yet we see that some other modders who either do not know about those bugs or do not care about them, advertise a broken mod just to keep players installing and playing it. This is a good example of what we call "misleading propaganda". Instead of encouraging the bugged mod's author to fix the bugs of his mod, they simply hide them and advertise the mod as if it is totally reliable (which is plain falsehood, of course).
- Modding is all about technicality and coding:This is another false belief some modders have in mind. They believe that if a novelty or a good idea is used in a mod for the first time, it doesn't deserve any credit and they can simply "steal" and use it without giving any credit to the original creator unless that new idea also required some difficult technicality for implementing. For example, Improved Anvil was the first mod in which the Spell Immunity spell was tweaked in a way that multiple SI's do not stack with each other and SI:abjuration gives immunity to all abjuration spells including the protecion removal spells. This idea was a novelty in Improved Anvil while implementing it to the game didn't require any complex technicality. Hence, some people thought "ok, this is easy to implement; there is no need to give any credit to its original creator; just let's pick and use it silently". See
this post and the relevant discussions after it to see how such false beliefs have affected some people's minds (to the extent that they even shamelessly deny that the tweak was my idea in the first place).
Anther example is IA's unique Item Randomizer which has been silently stolen and released as a separate mod by a thief in the G3 site.
Common players' false beliefs:
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Install a mod because of its name:
The player says "Hey! It's called 'BG2 fixpack'; so, it is fixing bugs; let's go on and install it". Poor player!
One interesting phenomenon regarding the G3 fixpack is that some people try to hide its bugs by giving wrong addresses to players. See
this topic as an example. The problem reported by the player in that topic is caused by a bug in G3 BG2 fixpack but a certain modder (who is also known for stealing material from other mods) gives the player a wrong address by accusing the Tactics mod.
However, I'm glad to see (
link) that many players have begun to understand what we have been trying to elaborate since long ago. Some players were initially reluctant to accept our points (they were under the influence of the G3 sites heavy propaganda in favor of their fixpack), but thet have fortunately started to understand our points.
- Cheating is limited to using the console commands, using the ctrl-keys and using external programs such as shadow keeper.This is a misbelief. Fortunately not every player thinks in this way, but they are still many cheaters who believe that if something can be done inside the game without using the console command or an external editor (such as SK) or the ctrl-keys, then that action is legal and should not be considered a cheat.
This is wrong, because the game has many glitches and the engine has many limitations. There are many things you can do inside the game which are not intended and a DM in a pnp game would not allow you to do it. Whenever you do something to deceive the game's engine, you are cheating, even if you are doing it inside the game and without the help of any external program.
For example, abusing the possibilities to gain infinte gold or infinite xp in the game is cheating. There is practically no difference between using these methods and using the console command to add gold or xp to your character. Fortunately, many of these possibilities are blocked in the current version of IA and more of them will be blocked in future versions.
As another example, any action which enables you to kill an enemy sooner than intended and before he actually starts fighting you is cheating, exactly because you know that a DM in a pnp game would never allow you to kill enemies in such ways. An obvious example is casting Time Stop off-screen from distance and before the enemy detects you and then rush to the enemy to kill him. This is a cheat. Again, most of these possibilities are blocked in IA, but some may still exist. If you want to win a battle and be proud of your victory, you should win it in an honorable way without deceiving the game's engine; otherwise, you are cheating.
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Role-player vs. Powergamer:
There are many players who have a totally wrong definition of "role playing". They think that if a mod increases the game's overall difficulty, it also decreases the game's role playing flavor. This is wrong!
Role playing consists of two major elements:
1- The player should have genuine options to make in the game (that is to say, the storyline should not be linear)
and2- The player makes decisions in the quests/stories in harmony with his character's personality inside the game.
The first one is what a mod-maker should have in mind and the second element is what the player should have in mind. But the important point here is that there is absolutely no reference to "difficulty" in the abovementioned definition. You can be a great role-player and an excellent
tactician in the same time. There is no contradiction or opposition between them.
And let's not to use the term "powegamer" at all. It's a word which has already gained a very bad reputation. We don't call us "Powergamers", we are "Tacticians" and we hold that there is no contradiction in being a role-player
and a tactician.