Originally Posted by Sinistralis
Only way around this I can think of is a 3rd party application that has a listing of installed mods that each contain a root script for the offending articles and it would compile a list of imports and usings and inject them.

That is a solution for creating compatibility "patches", yes. A way around having to do that would be ideal, because otherwise you'll have to do that for any number of combination of mods, or mod users will have to learn to do that.

Making a tool like that should be pretty straightforward, since all you need to look for is the text after "#INCLUDE" and "USING", copy it, and insert it into the right areas in a default template for that script. Then it needs to be exported and placed last in the load order.

Originally Posted by Sinistralis
Something in-editor would obviously be preferable, or just having something built into the editor where we can place root scripts to be injected would probably be ideal but those are more hopes than solutions.

Yeah, it would be nice if we could have a property like the Game Scripts projects property, but one for players, characters, and maybe the default base.


I'm hoping we'll get an official response on this, and maybe some hope that they'll look for a way to make mods more compatible. I like to split up smaller mods to give players choices, but that becomes difficult if they require specific scripts to be included in default scripts.