Mod Compatibility - 05/10/17 11:29 PM
I'd like to discuss how we can go about making mods compatible with one another.
The major issue we're currently facing are mods that modify base scripts, such as Base.charScript, Player.charScript, DefaultCharacter.charScript. These mods are inherently incompatible with one another, unless extra steps are taken to create a "compatibility patch", which is just another base script file that includes all scripts both mods need.
Possible Solutons:
+ Make your player code work within an itemScript, and attach that itemScript to a unique item distributed by your mod.
+ Move player-specific script code to a story script, if possible.
+ Override whatever root templates are used for the player characters and attach your scripts to those.
+ Make compatibility patches with all includes needed, and/or provide multiple bundled options for your own mods. (Bleh)
Possible Problems:
- How much player code can actually be moved to an itemScript?
- What key functions/event listeners are we losing by avoiding charScripts?
Questions:
â—˜ Is there another way to include charScripts on base player characters?
â—˜ Are story scripts compatible with other mods?
â—˜ What can be done with gameScripts?
â—˜ Are included gameScripts compatible with multiple mods?
As someone who loves to make smaller mods that improve the quality of life in games, the issue of mod compatbility is a crucial one, as I believe giving players more choices is important. Yet, to be blunt, having to choose between a complete overhaul mod and a small sprint mod sucks, so we need a good way to make mods play together.
The major issue we're currently facing are mods that modify base scripts, such as Base.charScript, Player.charScript, DefaultCharacter.charScript. These mods are inherently incompatible with one another, unless extra steps are taken to create a "compatibility patch", which is just another base script file that includes all scripts both mods need.
Possible Solutons:
+ Make your player code work within an itemScript, and attach that itemScript to a unique item distributed by your mod.
+ Move player-specific script code to a story script, if possible.
+ Override whatever root templates are used for the player characters and attach your scripts to those.
+ Make compatibility patches with all includes needed, and/or provide multiple bundled options for your own mods. (Bleh)
Possible Problems:
- How much player code can actually be moved to an itemScript?
- What key functions/event listeners are we losing by avoiding charScripts?
Questions:
â—˜ Is there another way to include charScripts on base player characters?
â—˜ Are story scripts compatible with other mods?
â—˜ What can be done with gameScripts?
â—˜ Are included gameScripts compatible with multiple mods?
As someone who loves to make smaller mods that improve the quality of life in games, the issue of mod compatbility is a crucial one, as I believe giving players more choices is important. Yet, to be blunt, having to choose between a complete overhaul mod and a small sprint mod sucks, so we need a good way to make mods play together.