Jump to content

SR Revised V1.3.900 (2022 August 8th)


Recommended Posts

7 hours ago, Chitown Willie said:

Hello,

Attempting to install .900 and receive:

Installing [Spell Revisions] [v4 Beta 18 (Revised v1.3.900)]
FAILURE:
ERROR: charsets were not converted because iconv could not be found in spell_rev/languages/iconv
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Spell Revisions], rolling back to previous state
Will uninstall   0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 0.
Uninstalled      0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 0.
ERROR: Failure("ERROR: charsets were not converted because iconv could not be found in spell_rev/languages/iconv")
Please make a backup of the file: SETUP-SPELL_REV.DEBUG and look for support at: Bartimaeus in the SR Revised thread at
forums.gibberlings3.net
Using Language [English]

WeiDU log:

  Reveal hidden contents

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.5
~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.8
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #2030 // Adul's Better Quick Loot: 4.0.6
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #1 // More Flavor to Hero of Baldur's Gate (Includes PC's Residence Inside Palace): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #2 // Short Public Hero Tribute: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #3 // Sarevok's Unique Items: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #4 // Sarevok's Sword: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #5 // Imoen and Duke Jannath (Imoen Gets Residence Inside Palace): 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #6 // Duke Eltan Is in the Palace: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #7 // Flaming Fist After Final Fight: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #8 // Elminster Makes an Appearance -> jastey's Version: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #10 // First Refugees Come to Baldur's Gate: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #11 // Ophyllis the Treasurer is Inside Palace Dungeon: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #12 // Denkod in Thieves' Guild Comments on Sarevok's Death: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #13 // Skip Thieves' Maze Once After Sarevok's Death: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #14 // Korlasz' Dungeon is in BG1: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #15 // Fenster the Palace Healer Is in the Palace: 18.1
~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #16 // Captain Corwin Is in the Palace: 18.1
~AC_QUEST/AC_QUEST.TP2~ #1 #0 // A Job Well-Paid: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #1 // A Feast for the Gnolls: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #3 // Jumper -> Alternative for compatibility: Ugh and Jumper are outside.: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #4 // The Lost Son: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #5 // Of Wolves and Men -> Quest uses hut near Thalantyr in High Hedge.: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #7 // The Great Carlini: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #8 // A Home for the Gibberlings: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #9 // Fangirls: 5.2
~AC_QUEST/AC_QUEST.TP2~ #1 #11 // The Serpents of Abbathor -> Tweaked version: quest can be finished in BG1.: 5.2
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Sea Charts Sources: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the Lady's Hall and the Bitch Queen's Temple: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: 26.1
~BGQE/SETUP-BGQE.TP2~ #0 #16 // Finish Cordyr's Quest without killing Sil: 26.1
~BLACKHEARTS_BG1/SETUP-BLACKHEARTS_BG1.TP2~ #0 #0 // Install Black Hearts BG1 - The Hunter: v1.0
~BST/SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.9
~GORGON/SETUP-GORGON.TP2~ #0 #0 // Install The Gorgon's Eye: v4.4
~SOTSC/SOTSC.TP2~ #0 #0 // Shades of the Sword Coast - Expansion Pack for BGEE: v8.6
~NTOTSC/NTOTSC.TP2~ #0 #0 // Northern Tales of the Sword Coast (NTotSC) for BGT-Weidu, BG:EE, and EET: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #2 // Keelor the Dwarf: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #3 // Llindellyn's Lucky Arrow: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #4 // Nim Furlwing's Hunting Hounds: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #5 // Pilar and Gheldehar: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #6 // Svlast's Torment: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #7 // Will O'Hara NPC: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #8 // Will O'Hara: Install English Soundset: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #9 // Fighting Encounters: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #11 // Improved Haeball: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #12 // Improved Ghotal: 5.0.0
~NTOTSC/NTOTSC.TP2~ #0 #14 // Reduce Number of Shaman Cloaks -> Make Cloaks Undroppable: 5.0.0
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v16.3
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.2
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.4
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.4
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #0 // Sarevok's Assassins: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #1 // The Surgeon's Plight: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #4 // P&P Oozes, Slimes and Jellies: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #5 // P&P Winter Wolves: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #6 // P&P Dread Wolves: v6
~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #7 // Tougher Spiders: v6
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #0 // Brandock the Mage: v1.5
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #10 // Brandock the Mage: Crossmod Content: v1.5
~C#BRANDOCK/C#BRANDOCK.TP2~ #0 #50 // Use Short Cutscene in Thalantyr's Abode: v1.5
~BRISTLELICK/BRISTLELICK.TP2~ #0 #0 // Bristlelick—the gnoll companion for BGEE: v2.3
~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.7
~DRAKE/SETUP-DRAKE.TP2~ #0 #1 // Choose a portrait for Drake: -> Default Portrait (The Artisan): 1.7
~DRAKE/SETUP-DRAKE.TP2~ #0 #5 // OPTIONAL: Original Soundset by BillyYank: 1.7
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v6.0
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 14
~KALE/KALE.TP2~ #0 #0 // Kale NPC for BG1EE and SoD: 1.69
~KALE/KALE.TP2~ #0 #1 // Give Kale the Warden Class? (Recommended) -> Warden(Fighter Kit): 1.69
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu, BGT BG:EE and EET: v1.2
~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu: 3.0
~ZAKRION_BG1/ZAKRION_BG1.TP2~ #0 #1000 // Zakrion for BGI:EE: v2.0
~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #43 // Make Eldoth a Jester: 1.1
~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #45 // Make Garrick a Skald: 1.1
~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #47 // Make Khalid a Fighter/Mage: 1.1
~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #49 // Make Safana a Swashbuckler: 1.1
~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #50 // Shar-Teel's Class -> Make Shar-Teel a Berserker: 1.1
~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #52 // Make Skie a Shadowdancer: 1.1
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #110 // Move Ajantis: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #120 // Move Alora: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #130 // Move Coran: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #140 // Move Eldoth: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #150 // Move Faldorn: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #160 // Move Kivan: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #170 // Move Quayle: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #180 // Move Safana: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #190 // Move Shar-Teel: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #200 // Move Tiax: v3.0
~BG1NPCBEG/BG1NPCBEG.TP2~ #0 #210 // Move Viconia: v3.0
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised V1.3.800)
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #5 // Alternative Healing Potions -> Healing potions work as in Pen & Paper: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #16 // Nerf BG1 easter egg items: v7
~MIH_IP/SETUP-MIH_IP.TP2~ #0 #17 // Sensible Shops (see readme): v7

 

 

What about the latest repository version?

Link to comment

Hello,

It seems like Priest of Lathander's innate ability "Halt Undead" is currently bugged with SRR installed. I am playing BG:EE and I noticed that spell does nothing, even when enemies fail to make a save vs spell. I have tested version for mages and it works correctly. I tried it on zombies, skeletons and ghouls to see if it makes any difference but it does not. I am using latest version of your mod. It is shame, because most spells I tested works flawlessly. Any way to fix this?

My weidu file if needed:

WeiDU.log

Edited by private
spelling
Link to comment
Posted (edited)
On 3/4/2024 at 3:56 PM, private said:

Hello,

It seems like Priest of Lathander's innate ability "Halt Undead" is currently bugged with SRR installed. I am playing BG:EE and I noticed that spell does nothing, even when enemies fail to make a save vs spell. I have tested version for mages and it works correctly. I tried it on zombies, skeletons and ghouls to see if it makes any difference but it does not. I am using latest version of your mod. It is shame, because most spells I tested works flawlessly. Any way to fix this?

My weidu file if needed:

WeiDU.log

...I am guessing the Priest of Lathander variant is not one used very often by people, because it's been broken for four years now with nary a complaint from anyone. Its effect actually points instead to Hold Monster instead of Halt Undead, which is a much better spell but obviously completely useless against undead, and you'd have no way of knowing that's what it's actually doing. Whoops.

If you give me your SPCL742.spl from your "game directory\override" folder, I can fix it for your current game. Thanks for bringing it to my attention!

Edited by Bartimaeus
Link to comment
Posted (edited)
4 hours ago, private said:

Sure thing, here is file in question.

Thank you in advance for help with this.

SPCL742.SPL 298 B · 0 downloads

Whoops, I'm running afoul of the "Spell Deflection blocks AoE spells" sub-component here, which externalizes all the effects of AoE spells, such as our Halt Undead, to sub-spell files to make the component work. Rather than change your SPCL742.spl, put this SPCL742E.spl into your override folder instead and give it a try: https://dl.dropboxusercontent.com/scl/fi/oqbdn4tuqurfbsd63jxjn/spcl742e.spl?rlkey=dalbktiel4mfvqvmvwhfi5pq1&dl=0

Edited by Bartimaeus
Link to comment
8 hours ago, Bartimaeus said:

Whoops, I'm running afoul of the "Spell Deflection blocks AoE spells" sub-component here, which externalizes all the effects of AoE spells, such as our Halt Undead, to sub-spell files to make the component work. Rather than change your SPCL742.spl, put this SPCL742E.spl into your override folder instead and give it a try: https://dl.dropboxusercontent.com/scl/fi/oqbdn4tuqurfbsd63jxjn/spcl742e.spl?rlkey=dalbktiel4mfvqvmvwhfi5pq1&dl=0

Works great with this fix, thank you! :)

On the future note, if I encounter something similar with some obscure kit, is this easily fixable using NearInfinity, by swapping spell effects as you did? I mean I am no way an advanced user, but it would certainly save some hassle with fixing it individually.  

Link to comment
Posted (edited)
2 hours ago, private said:

Works great with this fix, thank you! :)

On the future note, if I encounter something similar with some obscure kit, is this easily fixable using NearInfinity, by swapping spell effects as you did? I mean I am no way an advanced user, but it would certainly save some hassle with fixing it individually.  

If you mean that you took a look at the original SPCL742E.spl in your override and compared it to the one I gave you and saw that I simply changed the 177 (Use Eff File) opcode from the wrong Hold Monster .eff to the correct Halt Undead .eff while understanding why/how, then yes, it really can be that straightforward and you can certainly make such changes yourself, :). I'd heartily recommend that anyone and everyone be able to do so, but you must find and familiarize yourself with the tools to do so as well as have the time/initiative for it, and it's not something that everyone is interested in when they just want to play their game.

Edited by Bartimaeus
Link to comment

It might be an unwarranted post but :) ...

i remember sometime ago you suggested an idea to imbue strange, murky potions with more entertaining and unpredictable effects (random effects) and not guaranteed ones. I really liked the idea so i wanted to ask if you plan to develope it any time soon?

Also, i am going to do a clean installation soon for new playthroughs. Sometime ago i posted a request to place Rifthammer so it becomes avaiable in SoD and you seemingly agreed that it could be done. Wanted to ask if you ve come up with an idea for the best placement for Rifthammer in BG1.

Link to comment
1 hour ago, pochesun said:

It might be an unwarranted post but :) ...

i remember sometime ago you suggested an idea to imbue strange, murky potions with more entertaining and unpredictable effects (random effects) and not guaranteed ones. I really liked the idea so i wanted to ask if you plan to develope it any time soon?

Also, i am going to do a clean installation soon for new playthroughs. Sometime ago i posted a request to place Rifthammer so it becomes avaiable in SoD and you seemingly agreed that it could be done. Wanted to ask if you ve come up with an idea for the best placement for Rifthammer in BG1.

No to both, I'm afraid. I still think strange/murky potions should have a possibility of doing what they're supposed to at the very least, just to make them...I don't know, a little more interesting mechanically, but it would still probably ultimately be just flavor. I don't think players are exactly hurting for potions most of the time, are they? So why use ones you know could screw you over? But it's still a fun idea, something to make them more than pointless. With regards to Rifthammer, there's probably someone who would make a good candidate right at the end of BG1...Tamoko is proficient with and uses a flail (plus she already has Plate of the Dark), so not her, but I just haven't run through BG1 for good ideas since the last time we discussed it and no-one else has brought up any possibilities. If you see a named character that you'd think would make a good candidate, my suggestion would be to tell me and then just manually spawn the hammer yourself as if I officially put it there, :p.

Link to comment
13 minutes ago, Bartimaeus said:

No to both, I'm afraid. I still think strange/murky potions should have a possibility of doing what they're supposed to at the very least, just to make them...I don't know, a little more interesting mechanically, but it would still probably ultimately be just flavor. I don't think players are exactly hurting for potions most of the time, are they? So why use ones you know could screw you over? But it's still a fun idea, something to make them more than pointless. With regards to Rifthammer, there's probably someone who would make a good candidate right at the end of BG1...Tamoko is proficient with and uses a flail (plus she already has Plate of the Dark), so not her, but I just haven't run through BG1 for good ideas since the last time we discussed it and no-one else has brought up any possibilities. If you see a named character that you'd think would make a good candidate, my suggestion would be to tell me and then just manually spawn the hammer yourself as if I officially put it there, :p.

i will think of a candidate for Rifthammer and if something good comes to mind -  i will tell you for sure :) 

Also, i just recalled, several months ago we discussed an issue with Icelance (this topic, i believe pages 142-143) but i still dont know if it got resolved. And i failed to find any mention of it in Git Hub commits history. Just curious if it got fixed, thats all.

Link to comment
14 hours ago, pochesun said:

i will think of a candidate for Rifthammer and if something good comes to mind -  i will tell you for sure :) 

Also, i just recalled, several months ago we discussed an issue with Icelance (this topic, i believe pages 142-143) but i still dont know if it got resolved. And i failed to find any mention of it in Git Hub commits history. Just curious if it got fixed, thats all.

Fixed, yes...but added to the GitHub repository, no. Thanks for reminding me: it doesn't help that I'm back to manually managing my repositories, as the tool I'd previously used (SmartGit) to keep track of any changes I make went to a very lovely subscription service model that is not really worth the money given that I'm just managing a few mods...

Link to comment
2 hours ago, Bartimaeus said:

Fixed, yes...but added to the GitHub repository, no. Thanks for reminding me: it doesn't help that I'm back to manually managing my repositories, as the tool I'd previously used (SmartGit) to keep track of any changes I make went to a very lovely subscription service model that is not really worth the money given that I'm just managing a few mods...

good to know. Personally, i really dont like to point out people's mistakes (with very few exceptions) and of course it would be a "mauvais ton" to officiously remind modders to add fixes or something else, but sometimes i see something is not in place, i got that itching feeling, you know :) Jokes aside, i feel that collective control, when it comes to mod improvement, is better most of the time for different reasons, for integrity of the mod purposes, not least of all.

 

Link to comment
1 hour ago, pochesun said:

good to know. Personally, i really dont like to point out people's mistakes (with very few exceptions) and of course it would be a "mauvais ton" to officiously remind modders to add fixes or something else, but sometimes i see something is not in place, i got that itching feeling, you know :)

The only thing more embarrassing than making a mistake is to let that mistake stand for weeks, months, years at a time because you didn't know or forgot that you had made a mistake, :p. Especially in instances where I said I figured out what a problem was and fixed it, I encourage anyone and everyone to make mention of it again if it seems in actuality to have either not gotten fixed or simply forgotten about.

1 hour ago, pochesun said:

Jokes aside, i feel that collective control, when it comes to mod improvement, is better most of the time for different reasons, for integrity of the mod purposes, not least of all.

For doing things the right way, for transparency and stability, for preventing sudden changes that are wildly off-course...collective control/contribution/observation is definitely the way to go, especially for mods that change a lot of things in both large and small ways like IR and SR do. I am very appreciative of everyone and everything that has helped both IR/R and SR/R along the way - even GitHub itself in the way that it allows file and commit history has proved to be a great boon many times over the years. Heck, if I were to ever suddenly disappear, someone else could easily just fork the entire project to their own account and take up maintenance if they so wished.

Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...