» Wed Jun 20, 2012 9:37 am
legal reasons? that's nuts! first time I'd heard that.
There is no easy way to work at the same time really so far as I know. The best implementations were either complicated setups with version control (look it up) or doing a few things to get around the problem of duplicate ID's when you merge updates to your mod.
If you can, at all, just pass a current version of the mod around and only have one person edit it at a time.
I was going to write an implementation of the thing for just allocating ID's to different team members, but... I confused myself a few times and decided not risk passing on bad instructions lol. Every time you add something, or even add a static out in the world, the CK gives it an ID number, it's auto incrementing, and must be unique in your plugin. This is why you can't just merge plugins edited simultaneously(without manually changing a ludicrous number of ID numbers). The theory is, if you use up a few hundred of those ID's.. say.. putting 400 apples somewhere, then save a copy as a special copy for someone else to work on, then add 400 more, and make a copy for a third person to work on, you will be able to come back later in something like TESVsnip, and take only the changes added after the apples and add them on top of whatever was added to the original mod (up to 400 ID's used per, see where I'm going with this?). It's confusing, error prone and not foolproof. It may be a terrible method actually. I just heard of it, and have had some success in closed tests with it.
So yeah, pass it around or do by yourself >.< Merging is also more of a manual operation in something like TESVsnip (it's on nexus) it's usually not a simple process. Read up about it before even attempting on your precious mod files.