Hello.
I don't want to start a petty war over this.
As someone who has been installing mods for a long time, creating mods and publishing them for Medal of Honor, Silent Hunter 3, GT Legends, European Air War, Grand Prix 2, among others, the statement I made is not that unreasonable.
But and i hope you will grant me this, nothing is more annoying than when a mod destroys the game. leads to problems with the game.
I don't want to start talking about the fact that the mod will affect any other functions of the game. Such mods are, in my eyes, bad mods.
Mods are additions that bring additional things into the game and do not cause the size of the game to shrink. As in the case of race tracks. So if a race on a race track is not possible because this and that doesn't work but it works on other tracks, then why install this track?
I welcome every new mod, but if there is a notice on the website that this mod doesn't work properly, alarm bells ring out for me with at least 400 decibels.
Look for example Assetto Corsa or other mod-friendly games.
Thousands of mods for shaders, cars, race tracks.
Mods of the highest quality, mods of medium quality and mods with the rating just keep your hands off them. Thousands of the same posts about some of the same mods.
This or that route, car, app destroys my game.
Well, part of the problem is in front of the monitor.
I went to the Altbierbude for years. There were over 3,000 vehicles and over 1,000 race tracks and new ones were added almost every day. If you wanted to drive online, you had to install everything because it could happen that someone would choose this one botched car at some point. The special pink one with the Hello Kitty sticker that was never taken also had to be installed, otherwise the opponents wouldn't see you.
At some point, racing cars began to be checked and people could take part to see whether they correspond to the original GT Legends standards.
What can I say, very few of the vehicles met SimBin's standards.
When they started inspecting the vehicle before publishing, what do you think happened? Exactly, there were significantly fewer because the data was sent back to the creator with the information that this or that doesn't work, that this paint job already exists, etc.
These people realized that it wasn't just enough to slap on a new paint job every day, they had to adhere to standards. Then I got out at some point. It just became too much.
After all, I have another life.
That's why I say "don't install such mods" when problems are already pointed out. If the modder notices that his mod is not being installed, he has to revise it until it meets the standard or he has to admit that he can't do it, which might sound a bit harsh now.
For exactly this reason, I'm not publishing the mod I'm working on yet or I'm just giving it out to friends for testing purposes and only when it fits 100% into the game without any problems will it possibly be published.
Of course I could publish it as V0.000001 Gammatest and in 10 years it fits, charge money for it, offer it as a monthly subscription or do something else with it.
Which is not in keeping with the spirit of modding at all.
But why should I do something like that if my personal demands on mods are not even met by the mod I created myself?
But maybe people have no demands and just want to have everything.
Whether the quality is right or not. Maybe you now understand my statement.
Everyone should install whatever they want, but if problems are already pointed out, then live with the restrictions, don't install this mod or contact the modder.
Unfortunately I had to go into a little more detail about this, but maybe you understand the sentence.
I wish you a peaceful and contemplative Christmas with your loved ones
from sunny Hamburg
J.J.