jsd313 wrote...
Well some people are still not reading my description and having problems. I posted a 3 day warning on my page that I am deleting the file on 5/12. I just can't deal with it any more, best of luck to you guys.
Take care
Whoa, whoa, slow down there fella! Don't do anything rash until you hear me out!
The people who are complaining aren't neccessarily representative of all those that are downloading your mod. Yes, I know how annoying it is when you get complaints about stuff that is clearly in the ReadMe. I too had a similiar issue in the NWN1 modding scene, with certain people using new versions of CEP that broke my mod (that was using CEP 1.01). I had something in the readme, and on my FAQ on my website. Didn't work...
That said, you also have to remember that there are many people who are probably enjoying the module, who just aren't posting anything. It's common knowledge (I think?) that most people come to forums to complain about stuff, not praise it. So, don't let those complaining get you down.
At the very least, leave the module up for those that will enjoy it because they know how to follow instructions, and for those that don't follow instructions, screw em. You cannot account for everyone. Which goes back to my original assertion that we need a way to disable mods to begin with. Let's face it, no matter how much "training" players have, they will just do what they want to do. Hell, you could have a damn GM in the beginning of your mod explcitly tell the player to remove all mods, and they'll still not do it.
Sorry if I'm coming across as attacking the general mod using population, but it's just coming from my perspective over the past 6 years in the NWN1, NWN2, and now DAO communities. When people are left to their own devices, chaos ensues. That's why the real world has governments, police, laws, etc. I'm not saying Evil Chris Priestly needs to start patrolling the project page (or the equivalent at DANexus) ,but we need something...